namespace = sea_king_troops

	character_event = {
		id = sea_king_troops.0001
		desc = sea_king_troops_desc
		picture = GFX_evt_battle
		border = GFX_event_normal_frame_war
	
		is_triggered_only = yes

		option = {
			name = sea_king_troops.0001A
			disband_event_forces = seaking_raid_troops
			capital_scope = {
				ROOT = {
					spawn_unit = {
						province = PREV
						home = PREV
						owner = THIS
						#leader = none
						match_character = THIS		# Die Truppen werden anhand der gegenwrtigen Truppenstrke des Ziels bemessen
						match_mult = 0.025			# Der Faktor mit dem dies geschieht (die Raiding-Truppe ist also 2,5% der Gesamtstrke)
						match_min = 1700			# Die Mindestanzahl, die die Raidtruppe immer haben muss (egal wie gro die Gesamtstrke des Ziels ist)
						match_max = 1700			# Die Maximalanzahl
						attrition = 0				# Keine Attrition
						cannot_inherit = yes		# Truppen werden nicht vererbt
						earmark = seaking_raid_troops	# Bezeichnung an der man die Truppen scopen kann
						is_looter = yes					# Sie stehen auf loot
						can_toggle_looting = no			# Man kann sie nicht umstellen
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = THIS
						#leader = none
						match_character = THIS
						match_mult = 0.025
						match_min = 1700
						match_max = 1700
						attrition = 0
						cannot_inherit = yes
						earmark = seaking_raid_troops
						is_looter = yes
						can_toggle_looting = no
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = THIS
						#leader = none
						match_character = THIS
						match_mult = 0.025
						match_min = 1700
						match_max = 1700
						attrition = 0
						cannot_inherit = yes
						earmark = seaking_raid_troops
						is_looter = yes
						can_toggle_looting = no
					}
					spawn_fleet = {
						province = closest # closest sea zone
						owner = THIS
						troops = {
							galleys = { 150 150}
						}
						cannot_inherit = yes
						earmark = seaking_raid_troops
					}
				}
			}
		}
	}


