namespace = nilfgaard
# TO DO - option to join Nilfgaard's side during invasion

################################################
# Evaluate Imperial Authority on succession
################################################
# Hidden - Imperial Authority evaluation (on_new_holder, on_new_holder_inheritance)
# ROOT is the new holder
# FROM is the title
# FROMFROM is the old holder
character_event = {
	id = nilfgaard.1
	
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		FROM = { title = e_nilfgaard }
	}
	
	option = { # Increase authority
		trigger = {
			e_nilfgaard = { NOT = { has_law = imperial_authority_3 } }
		}
		character_event = { id = nilfgaard.2 days = 1 }
		ai_chance = {
			factor = 10

			modifier = {
				factor = 0
				NOR = {
					trait = genius
					trait = elusive_shadow
					trait = grey_eminence
					trait = midas_touched
					trait = brilliant_strategist
					trait = wise_sage
				}
			}
			modifier = {
				factor = 0
				NOR = {
					martial = 20
					diplomacy = 20
					stewardship = 20
					intrigue = 20
					learning = 20
				}
			}

			modifier = { factor = 0.5 trait = bastard }
			modifier = { factor = 0.75 trait = lunatic }
			modifier = { factor = 0.5 trait = incapable }
			modifier = { factor = 0.75 trait = infirm }
			modifier = { factor = 0.9 trait = drunkard }
			modifier = { factor = 0.75 trait = kinslayer }
			modifier = { factor = 0.75 trait = imbecile }
			modifier = { factor = 0.9 OR = { trait = slow trait = dull } }
			modifier = { factor = 0.9 trait = content }
			modifier = { factor = 0.5 NOT = { age = 15 } }
			modifier = { factor = 0.75 is_female = yes }
			modifier = { factor = 0.9 trait = child_of_consort }
			modifier = { factor = 0.5 NOT = { dynasty = FROMFROM } }
		}
	}
	option = { # Don't change authority
		ai_chance = {
			factor = 2
			
			modifier = { factor = 2 trait = ambitious }
			modifier = { factor = 2 trait = genius }
			modifier = { factor = 1.5 OR = { trait = quick trait = shrewd } }

			modifier = { factor = 0.5 trait = bastard }
			modifier = { factor = 0.75 trait = lunatic }
			modifier = { factor = 0.5 trait = incapable }
			modifier = { factor = 0.75 trait = infirm }
			modifier = { factor = 0.9 trait = drunkard }
			modifier = { factor = 0.75 trait = kinslayer }
			modifier = { factor = 0.75 trait = imbecile }
			modifier = { factor = 0.9 OR = { trait = slow trait = dull } }
			modifier = { factor = 0.9 trait = content }
			modifier = { factor = 0.5 NOT = { age = 15 } }
			modifier = { factor = 0.75 is_female = yes }
			modifier = { factor = 0.9 trait = child_of_consort }
			modifier = { factor = 0.5 NOT = { dynasty = FROMFROM } }
		}
		if = {
			limit = { has_law = imperial_authority_3 }
			character_event = { id = nilfgaard.4 days = 1 } # Give strong emperor trait
		}
	}
	option = { # Decrease authority
		trigger = {
			e_nilfgaard = { NOT = { has_law = imperial_authority_0 } }
		}
		character_event = { id = nilfgaard.3 days = 1 }
		ai_chance = {
			factor = 1

			modifier = { factor = 2 trait = bastard }
			modifier = { factor = 1.5 trait = lunatic }
			modifier = { factor = 2 trait = incapable }
			modifier = { factor = 1.5 trait = infirm }
			modifier = { factor = 1.25 trait = drunkard }
			modifier = { factor = 1.5 trait = kinslayer }
			modifier = { factor = 1.5 trait = imbecile }
			modifier = { factor = 1.25 OR = { trait = slow trait = dull } }
			modifier = { factor = 1.25 trait = content }
			modifier = { factor = 2 NOT = { age = 15 } }
			modifier = { factor = 1.5 is_female = yes }
			modifier = { factor = 1.5 trait = child_of_consort }
			modifier = { factor = 2 NOT = { dynasty = FROMFROM } }

			modifier = {
				factor = 0.1
				OR = {
					trait = genius
					trait = elusive_shadow
					trait = grey_eminence
					trait = midas_touched
					trait = brilliant_strategist
					trait = wise_sage
				}
				OR = {
					martial = 20
					diplomacy = 20
					stewardship = 20
					intrigue = 20
					learning = 20
				}
			}
		}
	}
}
# Notification - Authority increased
character_event = {
	id = nilfgaard.2
	desc = EVTDESCnilfgaard.2
	picture = GFX_evt_holy_emperor
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.2
		e_nilfgaard = {
			if = {
				limit = { has_law = imperial_authority_2 }
				add_law = imperial_authority_3
				ROOT = { character_event = { id = nilfgaard.4 } }
			}
			if = {
				limit = { has_law = imperial_authority_1 }
				add_law = imperial_authority_2
			}
			if = {
				limit = { has_law = imperial_authority_0 }
				add_law = imperial_authority_1
			}
		}
	}
}
# Notification - Authority decreased
character_event = {
	id = nilfgaard.3
	desc = EVTDESCnilfgaard.3
	picture = GFX_evt_holy_emperor
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.3
		e_nilfgaard = {
			if = {
				limit = { has_law = imperial_authority_1 }
				add_law = imperial_authority_0
			}
			if = {
				limit = { has_law = imperial_authority_2 }
				add_law = imperial_authority_1
			}
			if = {
				limit = { has_law = imperial_authority_3 }
				add_law = imperial_authority_2
			}
		}
	}
}
# Give strong emperor trait
character_event = {
	id = nilfgaard.4
	desc = EVTDESCnilfgaard.4
	picture = GFX_evt_holy_emperor
	
	trigger = {
		has_landed_title = e_nilfgaard
		e_nilfgaard = { has_law = imperial_authority_3 }
		NOT = { trait = strong_emperor }
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = EVTOPTAnilfgaard.4
		add_trait = strong_emperor
	}
}
# Remove strong emperor trait
character_event = {
	id = nilfgaard.5
	desc = EVTDESCnilfgaard.5
	picture = GFX_evt_holy_emperor
	
	trigger = {
		trait = strong_emperor
		OR = {
			NOT = { has_landed_title = e_nilfgaard }
			e_nilfgaard = { NOT = { has_law = imperial_authority_3 } }
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = {
		name = EVTOPTAnilfgaard.4
		remove_trait = strong_emperor
	}
}
# Hidden - Imperial Authority reduction because of succession through usurpation (on_new_holder_usurpation)
# ROOT is the new holder
# FROM is the title
# FROMFROM is the old holder
character_event = {
	id = nilfgaard.6
	
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		FROM = { title = e_nilfgaard }
	}
	
	option = {
		character_event = { id = nilfgaard.3 days = 1 }
	}
}

################################################
# Hand out claims on emperors with low Imperial Authority
################################################
# Give strong claim to ambitious direct vassals 
character_event = {
	id = nilfgaard.10
	desc = EVTDESCnilfgaard.10
	picture = GFX_evt_throne_room
	
	trigger = {
		NOT = { culture = wilderness}
		NOT = { e_nilfgaard = { has_law = imperial_authority_3 } }
		liege = { has_landed_title = e_nilfgaard }
		trait = ambitious
		NOT = { has_claim = e_nilfgaard }
	}
	
	mean_time_to_happen = {
		months = 1200
		# Imperial Authority
		modifier = { factor = 10 has_law = imperial_authority_2 }
		modifier = { factor = 0.5 NOT = { has_law = imperial_authority_1 } }
		# Liege traits
		modifier = { factor = 5 liege = { trait = genius } }
		modifier = { factor = 0.2 liege = { trait = imbecile } }
		modifier = { factor = 2 liege = { OR = { trait = quick trait = shrewd } } }
		modifier = { factor = 0.5 liege = { OR = { trait = slow trait = dull } } }
		modifier = { factor = 2 liege = { trait = ambitious } }
		modifier = { factor = 0.75 liege = { trait = content } }
		modifier = { factor = 0.5 liege = { trait = inbred } }
		modifier = { factor = 0.5 liege = { trait = kinslayer } }
		modifier = { factor = 0.2 liege = { trait = incapable } }
		modifier = { factor = 0.5 liege = { trait = bastard } }
		modifier = { factor = 0.75 liege = { trait = drunkard } }
		modifier = { factor = 0.75 liege = { trait = arbitrary } }
		modifier = { factor = 0.5 liege = { trait = lunatic } }
		modifier = { factor = 0.5 liege = { trait = infirm } }
		modifier = { factor = 0.5 liege = { trait = depressed } }
		modifier = { factor = 1.5 liege = { trait = diligent } }
		modifier = { factor = 2 liege = { trait = elusive_shadow } }
		modifier = { factor = 0.5 liege = { trait = amateurish_plotter } }
		modifier = { factor = 2 liege = { trait = grey_eminence } }
		modifier = { factor = 0.5 liege = { trait = naive_appeaser } }
		modifier = { factor = 2 liege = { trait = midas_touched } }
		modifier = { factor = 0.5 liege = { trait = indulgent_wastrel } }
		modifier = { factor = 2 liege = { trait = brilliant_strategist } }
		modifier = { factor = 0.5 liege = { trait = misguided_warrior } }
		modifier = { factor = 2 liege = { trait = mastermind_theologian } }
		modifier = { factor = 0.5 liege = { trait = detached_priest } }
		modifier = { factor = 2 liege = { trait = wise_sage } }
		modifier = { factor = 0.5 liege = { trait = uneducated_buffoon } }
		# Traits
		modifier = { factor = 0.75 trait = proud }
		modifier = { factor = 0.75 trait = greedy }
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.5 trait = kind }
		modifier = { factor = 0.75 trait = envious }
		modifier = { factor = 1.5 trait = honest }
		modifier = { factor = 0.75 trait = deceitful }
		modifier = { factor = 1.5 trait = craven }
		modifier = { factor = 0.75 trait = brave }
		modifier = { factor = 0.5 trait = genius }
		modifier = { factor = 0.75 OR = { trait = quick trait = shrewd } }
		modifier = { factor = 2 trait = imbecile }
		modifier = { factor = 1.5 trait = infirm }
		modifier = { factor = 1.5 OR = { trait = slow trait = dull } }
		modifier = { factor = 2 trait = bastard }
	}
	
	option = {
		name = EVTOPTAnilfgaard.10
		e_nilfgaard = { add_claim = ROOT }
	}
}
# Give strong claim to awesome relatives
character_event = {
	id = nilfgaard.11
	desc = EVTDESCnilfgaard.11
	picture = GFX_evt_throne_room
	
	trigger = {
		NOT = { culture = wilderness}
		OR = {
			trait = genius
			trait = elusive_shadow
			trait = grey_eminence
			trait = midas_touched
			trait = brilliant_strategist
			trait = wise_sage
		}
		OR = {
			martial = 20
			diplomacy = 20
			stewardship = 20
			intrigue = 20
			learning = 20
		}
		any_dynasty_member = { has_landed_title = e_nilfgaard }
		NOT = { e_nilfgaard = { has_law = imperial_authority_3 } }
		NOT = { has_claim = e_nilfgaard }
	}
	
	mean_time_to_happen = {
		months = 1200
		# Imperial Authority
		modifier = { factor = 10 has_law = imperial_authority_2 }
		modifier = { factor = 0.5 NOT = { has_law = imperial_authority_1 } }
		# Liege traits
		modifier = { factor = 5 e_nilfgaard = { holder_scope = { trait = genius } } }
		modifier = { factor = 0.2 e_nilfgaard = { holder_scope = { trait = imbecile } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { OR = { trait = quick trait = shrewd } } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { OR = { trait = slow trait = dull } } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = ambitious } } }
		modifier = { factor = 0.75 e_nilfgaard = { holder_scope = { trait = content } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = inbred } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = kinslayer } } }
		modifier = { factor = 0.2 e_nilfgaard = { holder_scope = { trait = incapable } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = bastard } } }
		modifier = { factor = 0.75 e_nilfgaard = { holder_scope = { trait = drunkard } } }
		modifier = { factor = 0.75 e_nilfgaard = { holder_scope = { trait = arbitrary } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = lunatic } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = infirm } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = depressed } } }
		modifier = { factor = 1.5 e_nilfgaard = { holder_scope = { trait = diligent } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = elusive_shadow } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = amateurish_plotter } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = grey_eminence } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = naive_appeaser } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = midas_touched } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = indulgent_wastrel } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = brilliant_strategist } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = misguided_warrior } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = mastermind_theologian } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = detached_priest } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = wise_sage } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = uneducated_buffoon } } }
		# Traits
		modifier = { factor = 0.75 trait = proud }
		modifier = { factor = 0.75 trait = greedy }
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.5 trait = kind }
		modifier = { factor = 0.75 trait = envious }
		modifier = { factor = 1.5 trait = honest }
		modifier = { factor = 0.75 trait = deceitful }
		modifier = { factor = 1.5 trait = craven }
		modifier = { factor = 0.75 trait = brave }
		modifier = { factor = 0.5 trait = genius }
		modifier = { factor = 0.75 OR = { trait = quick trait = shrewd } }
		modifier = { factor = 2 trait = imbecile }
		modifier = { factor = 1.5 trait = infirm }
		modifier = { factor = 1.5 trait = slow }
		modifier = { factor = 2 trait = bastard }
		modifier = { factor = 0.5 trait = ambitious }
	}
	
	option = {
		name = EVTOPTAnilfgaard.10
		e_nilfgaard = { add_claim = ROOT }
	}
}
#Promote characters with weak claims to strong ones
character_event = {
	id = nilfgaard.12
	desc = EVTDESCnilfgaard.12
	picture = GFX_evt_throne_room
	
	trigger = {
		NOT = { culture = wilderness}
		NOT = { e_nilfgaard = { has_law = imperial_authority_3 } }
		has_weak_claim = e_nilfgaard
	}
	
	mean_time_to_happen = {
		months = 1200
		# Imperial Authority
		modifier = { factor = 10 has_law = imperial_authority_2 }
		modifier = { factor = 0.5 NOT = { has_law = imperial_authority_1 } }
		# Liege traits
		modifier = { factor = 5 e_nilfgaard = { holder_scope = { trait = genius } } }
		modifier = { factor = 0.2 e_nilfgaard = { holder_scope = { trait = imbecile } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { OR = { trait = quick trait = shrewd } } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = slow } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = ambitious } } }
		modifier = { factor = 0.75 e_nilfgaard = { holder_scope = { trait = content } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = inbred } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = kinslayer } } }
		modifier = { factor = 0.2 e_nilfgaard = { holder_scope = { trait = incapable } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = bastard } } }
		modifier = { factor = 0.75 e_nilfgaard = { holder_scope = { trait = drunkard } } }
		modifier = { factor = 0.75 e_nilfgaard = { holder_scope = { trait = arbitrary } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = lunatic } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = infirm } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = depressed } } }
		modifier = { factor = 1.5 e_nilfgaard = { holder_scope = { trait = diligent } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = elusive_shadow } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = amateurish_plotter } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = grey_eminence } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = naive_appeaser } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = midas_touched } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = indulgent_wastrel } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = brilliant_strategist } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = misguided_warrior } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = mastermind_theologian } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = detached_priest } } }
		modifier = { factor = 2 e_nilfgaard = { holder_scope = { trait = wise_sage } } }
		modifier = { factor = 0.5 e_nilfgaard = { holder_scope = { trait = uneducated_buffoon } } }
		# Traits
		modifier = { factor = 0.75 trait = proud }
		modifier = { factor = 0.75 trait = greedy }
		modifier = { factor = 0.75 trait = diligent }
		modifier = { factor = 1.5 trait = kind }
		modifier = { factor = 0.75 trait = envious }
		modifier = { factor = 1.5 trait = honest }
		modifier = { factor = 0.75 trait = deceitful }
		modifier = { factor = 1.5 trait = craven }
		modifier = { factor = 0.75 trait = brave }
		modifier = { factor = 0.5 trait = genius }
		modifier = { factor = 0.75 OR = { trait = quick trait = shrewd } }
		modifier = { factor = 2 trait = imbecile }
		modifier = { factor = 1.5 trait = infirm }
		modifier = { factor = 1.5 OR = { trait = slow trait = dull } }
		modifier = { factor = 2 trait = bastard }
		modifier = { factor = 0.5 trait = ambitious }
	}
	
	option = {
		name = EVTOPTAnilfgaard.12
		e_nilfgaard = { add_claim = ROOT }
	}
}

################################################
# Declared Nilfgaard Expansion War
################################################
# Target - Recieved DoW
narrative_event = {
	id = nilfgaard.100
	title = EVTNAMEnilfgaard.100
	desc = EVTDESCnilfgaard.100
	picture = GFX_evt_large_army
	
	is_triggered_only = yes
	
	option = { # Surrender
		name = EVTOPTAnilfgaard.100
		any_war = {
			limit = {
				using_cb = nilfgaard_invasion
				defender = { character = ROOT }
				attacker = { has_landed_title = e_nilfgaard }
			}
			end_war = invalid
		}
		prestige = -200
		e_nilfgaard = {
			holder_scope = {
				set_defacto_vassal = ROOT
				letter_event = { id = nilfgaard.101 days = 3 }
			}
		}
		ai_chance = {
			factor = 5
			modifier = { factor = 0 trait = brave }
			modifier = { factor = 2 trait = craven }
			modifier = {
				factor = 4
				e_nilfgaard = { holder_scope = { reverse_opinion = { who = ROOT value = 50 } } }
			}
			modifier = { factor = 1.2 e_nilfgaard = { holder_scope = { realm_size = 500 } } }
			modifier = { factor = 1.5 e_nilfgaard = { holder_scope = { realm_size = 600 } } }
			modifier = { factor = 1.9 e_nilfgaard = { holder_scope = { realm_size = 700 } } }
			modifier = { factor = 2.4 e_nilfgaard = { holder_scope = { realm_size = 800 } } }
			modifier = { factor = 3 e_nilfgaard = { holder_scope = { realm_size = 900 } } }
			modifier = { factor = 4 e_nilfgaard = { holder_scope = { realm_size = 1000 } } }
		}
	}
	option = { # Call allies & offer white peace in internal wars
		name = EVTOPTBnilfgaard.100
		any_independent_ruler = {
			limit = {
				culture_group = northern_group
				tier = KING
				independent = yes
				NOT = { has_landed_title = k_eternal_fire }
			}
			letter_event = { id = nilfgaard.102 tooltip = EVTTOOLTIPnilfgaard.102 days = 3 }
		}
		any_war = {
			limit = {
				defender = { character = ROOT }
				OR = {
					# Revolts
					using_cb = peasant_revolt
					using_cb = religious_revolt
					using_cb = liberation_revolt
					using_cb = scoiatael_revolt
					 # Factions
					using_cb = cb_faction_independence
					using_cb = change_seniority_succession_law
					using_cb = change_primogeniture_succession_law
					using_cb = change_feudal_elective_succession_law
					using_cb = change_tanistry_succession_law
					using_cb = change_ultimogeniture_succession_law
					using_cb = lower_crown_levy_law
					using_cb = lower_crown_obligation_law
					using_cb = lower_tolerance_law
					using_cb = raise_tolerance_law
					# Few other
					using_cb = bid_for_independence
					using_cb = depose_liege
					using_cb = overthrow_ruler
					using_cb = overthrow_ruler_no_calls
				}
			}
			attacker = {
				letter_event = { id = nilfgaard.106 tooltip = EVTTOOLTIPnilfgaard.106 }
			}
		}
		ai_chance = {
			factor = 40
			modifier = { factor = 2 trait = brave }
		}
	}
	option = { # Fight alone
		name = EVTOPTCnilfgaard.100
		prestige = 100
		if = {
			limit = { NOT = { trait = brave } }
			add_trait = brave
		}
		ai_chance = {
			factor = 10
			modifier = { factor = 2 trait = brave }
			modifier = { factor = 3 trait = arbitrary }
			modifier = { factor = 3 trait = lunatic }
			modifier = { factor = 3 trait = imbecile }
			modifier = { factor = 2 OR = { trait = slow trait = dull } }
		}
	}
}
# Emperor - Target surrenders
letter_event = {
	id = nilfgaard.101
	desc = EVTDESCnilfgaard.101
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.101
		prestige = 200
	}
}
# Independant Northern King - Join in war against Nilfgaard
letter_event = {
	id = nilfgaard.102
	desc = EVTDESCnilfgaard.102
	
	is_triggered_only = yes
	
	option = { # Join
		name = EVTOPTAnilfgaard.102
		join_defender_wars = FROM
		ai_chance = {
			factor = 4
			modifier = { # Neighbors Nilfgaard
				factor = 3
				e_nilfgaard = {
					holder_scope = {
						any_realm_province = {
							any_neighbor_province = {
								owner = {
									top_liege = { character = ROOT }
								}
							}
						}
					}
				}
			}
			modifier = { factor = 2 trait = brave }
			modifier = { factor = 0.5 trait = craven }
		}
	}
	option = { # Financial support
		name = EVTOPTBnilfgaard.102
		transfer_scaled_wealth = { to = FROM value = 2.5 }
		FROM = { letter_event = { id = nilfgaard.103 days = 5 } }
		ai_chance = {
			factor = 4
			modifier = { factor = 0.5 NOT = { wealth = 100 } }
			modifier = { factor = 2 wealth = 500 }
			modifier = { factor = 1.5 scaled_wealth = 3.0 }
			modifier = { factor = 1.5 scaled_wealth = 3.5 }
			modifier = { # Don't neighbor Nilfgaard
				factor = 4
				e_nilfgaard = {
					holder_scope = {
						any_realm_province = {
							any_neighbor_province = {
								owner = {
									top_liege = { NOT = { character = ROOT } }
								}
							}
						}
					}
				}
			}
		}
	}
	option = { # Don't join
		name = EVTOPTCnilfgaard.102
		trigger = { war = no }
		prestige = -100
		FROM = { letter_event = { id = nilfgaard.104 days = 5 } }
		ai_chance = {
			factor = 1
			modifier = { factor = 2 NOT = { opinion = { who = FROM value = 0 } } }
			modifier ={ factor = 2 war =  yes }
			modifier ={ factor = 2 NOT = { wealth =  0 } }
			modifier = { factor = 1.2 e_nilfgaard = { holder_scope = { realm_size = 500 } } }
			modifier = { factor = 1.5 e_nilfgaard = { holder_scope = { realm_size = 600 } } }
			modifier = { factor = 1.9 e_nilfgaard = { holder_scope = { realm_size = 700 } } }
			modifier = { factor = 2.4 e_nilfgaard = { holder_scope = { realm_size = 800 } } }
			modifier = { factor = 3 e_nilfgaard = { holder_scope = { realm_size = 900 } } }
			modifier = { factor = 4 e_nilfgaard = { holder_scope = { realm_size = 1000 } } }
		}
	}
	option = { # Don't join because of personal war
		name = EVTOPTDnilfgaard.102
		trigger = { war = yes }
		FROM = { letter_event = { id = nilfgaard.105 days = 5 } }
		ai_chance = {
			factor = 1
			modifier = { factor = 2 NOT = { opinion = { who = FROM value = 0 } } }
			modifier ={ factor = 2 war =  yes }
			modifier ={ factor = 2 NOT = { wealth =  0 } }
			modifier = { factor = 1.2 e_nilfgaard = { holder_scope = { realm_size = 500 } } }
			modifier = { factor = 1.5 e_nilfgaard = { holder_scope = { realm_size = 600 } } }
			modifier = { factor = 1.9 e_nilfgaard = { holder_scope = { realm_size = 700 } } }
			modifier = { factor = 2.4 e_nilfgaard = { holder_scope = { realm_size = 800 } } }
			modifier = { factor = 3 e_nilfgaard = { holder_scope = { realm_size = 900 } } }
			modifier = { factor = 4 e_nilfgaard = { holder_scope = { realm_size = 1000 } } }
		}
	}
}
# Target - Financial support
letter_event = {
	id = nilfgaard.103
	desc = EVTDESCnilfgaard.103
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.103
	}
}
# Target - Don't join
letter_event = {
	id = nilfgaard.104
	desc = EVTDESCnilfgaard.104
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.104
	}
}
# Target - Don't join because of personal war
letter_event = {
	id = nilfgaard.105
	desc = EVTDESCnilfgaard.105
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.105
	}
}
# Any target's enemy using faction or revolt CB - Offer white peace
letter_event = {
	id = nilfgaard.106
	desc = EVTDESCnilfgaard.106
	
	is_triggered_only = yes
	
	option = { # Accept white peace
		name = EVTOPTAnilfgaard.106
		any_war = {
			limit = {
				attacker = { character = ROOT }
				defender = { character = FROM }
			}
			end_war = whitepeace
		}
	}
	option = { # Refuse white peace
		name = EVTOPTBnilfgaard.106
		ai_chance = { factor = 0 }
	}
}
# Province - Ping -Victory, what should do with title
province_event = {
	id = nilfgaard.110
	
	is_triggered_only = yes
	hide_window = yes
	
	option = {
		name = OK
		e_nilfgaard = {
			holder_scope = {
				narrative_event = { id = nilfgaard.111 }
			}
		}
	}
}
# Emperor - Victory, what should do with title
narrative_event = {
	id = nilfgaard.111
	title = EVTNAMEnilfgaard.111
	desc = EVTDESCnilfgaard.111
	picture = GFX_evt_victory_arch_byzantine
	
	is_triggered_only = yes
	
	option = { # Keep the title
		name = EVTOPTAnilfgaard.111
		FROM = {
			kingdom = {
				usurp_title = ROOT
			}
		}
		ai_chance = { factor = 1 }
	}
	option = { # Grant the title
		name = EVTOPTBnilfgaard.111
		if = {
			limit = { ai = yes }
			character_event = { id = nilfgaard.112 }
		}
		if = {
			limit = { ai = no }
			FROM = {
				kingdom = {
					best_fit_character_for_title = {
						title = PREV
						perspective = ROOT
						index = 1
						grant_title = PREV
					}
				}
			}
		}
		ai_chance = { factor = 3 }
	}
	option = { # Destroy title
		name = EVTOPTCnilfgaard.111
		prestige = 100
		FROM = {
			kingdom = {
				destroy_landed_title = THIS
			}
		}
		ai_chance = { factor = 0 }
	}
}
# Emperor - AI - Granting the title
character_event = {
	id = nilfgaard.112
	
	hide_window = yes
	is_triggered_only = yes
	
	option = { # Local duke with claim
		name = OK
		trigger = {
			FROMFROM = {
				kingdom = {
					ROOT = {
						any_vassal = {
							tier = duke
							has_claim = PREVPREV
							dejure_liege_title = {
								title = PREVPREVPREV
							}
						}
					}
				}
			}
		}
		FROMFROM = {
			kingdom = {
				ROOT = {
					random_vassal = {
						limit = {
							tier = duke
							has_claim = PREVPREV
							dejure_liege_title = {
								title = PREVPREVPREV
							}
						}
						FROMFROM = {
							kingdom = { 
								usurp_title = PREVPREV
							}
						}
						character_event = { id = nilfgaard.113 }
						opinion = { modifier = opinion_granted_kingdom who = ROOT }
					}
				}
			}
		}
		ai_chance = { factor = 2 }
	}
	option = { # Local duke
		name = OK
		trigger = {
			FROMFROM = {
				kingdom = {
					ROOT = {
						any_vassal = {
							dejure_liege_title = {
								title = PREVPREVPREV
							}
						}
					}
				}
			}
		}
		FROMFROM = {
			kingdom = {
				ROOT = {
					random_vassal = {
						limit = {
							tier = duke
							dejure_liege_title = {
								title = PREVPREVPREV
							}
						}
						FROMFROM = {
							kingdom = { 
								usurp_title = PREVPREV
							}
						}
						character_event = { id = nilfgaard.113 }
						opinion = { modifier = opinion_granted_kingdom who = ROOT }
					}
				}
			}
		}
		ai_chance = { factor = 1 }
	}
	option = { # Dynasty member
		name = ""
		trigger = {
			any_dynasty_member = {
				is_landed = no
				is_female = no
			}
		}
		random_dynasty_member = {
			limit = {
				is_landed = no
				is_female = no
			}
			FROMFROM = {
				kingdom = {
					usurp_title = PREVPREV
				}
			}
			character_event = { id = nilfgaard.113 }
			opinion = { modifier = opinion_granted_kingdom who = ROOT }
		}
		ai_chance = { factor = 2 }
	}
	option = { # Friend
		name = OK
		trigger = {
			any_friend = {
				is_landed = no
				is_female = no
			}
		}
		random_friend ={
			limit = {
				is_landed = no
				is_female = no
			}
			FROMFROM = {
				kingdom = {
					usurp_title = PREVPREV
				}
			}
			character_event = { id = nilfgaard.113 }
			opinion = { modifier = opinion_granted_kingdom who = ROOT }
		}
		ai_chance = { factor = 2 }
	}
	option = { # Random noble
		name = OK
		create_character = {
			random_traits = yes
			dynasty = random
			female = no
			religion = ROOT
			culture = ROOT
		}
		new_character = {
			FROMFROM = {
				kingdom = {
					usurp_title = PREVPREV
				}
			}
			character_event = { id = nilfgaard.113 }
			opinion = { modifier = opinion_granted_kingdom who = ROOT }
		}
		ai_chance = { factor = 1 }
	}
}
# New Ruler - Getting county and vassals of the title
character_event = {
	id = nilfgaard.113
	desc = EVTDESCnilfgaard.113
	picture = GFX_evt_victory_arch_byzantine
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.113
		liege = {
			any_vassal = {
				limit = { de_jure_liege = ROOT }
				set_defacto_liege = ROOT
				if = {
					limit = { ai = no }
					character_event = { id = nilfgaard.114 }
				}
			}
		}
		if = {
			limit = { NOT = { num_of_count_titles = 1 } }
			random_vassal = {
				random_demesne_title = {
					limit = { tier = count }
					usurp_title = ROOT
				}
			}
		}
	}
}
# Vassals -Notification - Getting county and vassals of the title
character_event = {
	id = nilfgaard.114
	desc = EVTDESCnilfgaard.114
	picture = GFX_evt_victory_arch_byzantine
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAnilfgaard.114
	}
}


################################################
# CoA of Nilfgaard vassals
################################################

# Changes should be scripted via title history, when changing the liege.
# Checks for transfer/creation/usurpation of titles are done by events

# Check Nilfgaard vassal kingdoms
# [on_war_ended_victory]
character_event = {
	id = nilfgaard.150
	
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		FROM = { 
			has_landed_title = e_nilfgaard
		}
	}
	
	immediate = {
		FROM = {
			character_event = { id = nilfgaard.151 } # Oneself
			any_vassal = { # Direct vassals
				limit = {
					tier = KING
				}
				character_event = { id = nilfgaard.151 }
			}
		}
	}
}

# Change CoA of a vassal kingdom of Nilfgaard
# [on_new_holder, on_create_title]
character_event = {
	id = nilfgaard.151
	
	hide_window = yes
	is_triggered_only = yes
	
	only_rulers = yes
	
	trigger = {
		OR = { 
			has_landed_title = e_nilfgaard
			liege = {
				has_landed_title = e_nilfgaard
			}
		}
	}
	
	immediate = {
		if = {
			limit = { has_landed_title = k_aedirn }
			k_aedirn = { set_coa = k_aedirn_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_angren }
			k_angren = { set_coa = k_angren_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_ard_glas }
			k_ard_glas = { set_coa = k_ard_glas_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_brugge }
			k_brugge = { set_coa = k_brugge_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_cidaris }
			k_cidaris = { set_coa = k_cidaris_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_cintra }
			k_cintra = { set_coa = k_cintra_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_dol_blathanna }
			k_dol_blathanna = { set_coa = k_dol_blathanna_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_ebbing }
			k_ebbing = { set_coa = k_ebbing_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_etolia }
			k_etolia = { set_coa = k_etolia_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_gemmera }
			k_gemmera = { set_coa = k_gemmera_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_geso }
			k_geso = { set_coa = k_geso_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_hengfors_league }
			k_hengfors_league = { set_coa = k_hengfors_league_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_jamurlak }
			k_jamurlak = { set_coa = k_jamurlak_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_kaedwen }
			k_kaedwen = { set_coa = k_kaedwen_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_kerack }
			k_kerack = { set_coa = k_kerack_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_lyria_rivia }
			k_lyria_rivia = { set_coa = k_lyria_rivia_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_maecht }
			k_maecht = { set_coa = k_maecht_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_mag_turga }
			k_mag_turga = { set_coa = k_mag_turga_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_mahakam }
			k_mahakam = { set_coa = k_mahakam_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_metinna }
			k_metinna = { set_coa = k_metinna_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_nazair }
			k_nazair = { set_coa = k_nazair_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_novigrad }
			k_novigrad = { set_coa = k_novigrad_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_pontar }
			k_pontar = { set_coa = k_pontar_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_redania }
			k_redania = { set_coa = k_redania_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_skellig }
			k_skellig = { set_coa = k_skellig_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_sodden }
			k_sodden = { set_coa = k_sodden_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_temeria }
			k_temeria = { set_coa = k_temeria_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_toussaint }
			k_toussaint = { set_coa = k_toussaint_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_verden }
			k_verden = { set_coa = k_verden_nilfgaard }
		}
		if = {
			limit = { has_landed_title = k_vicovaro }
			k_vicovaro = { set_coa = k_vicovaro_nilfgaard }
		}
	}
}

# Reset CoA of kingdoms
# [on_new_holder, on_create_title]
# Note: this won't fire when granting independence, but will happen for next ruler.
character_event = {
	id = nilfgaard.152
	
	hide_window = yes
	is_triggered_only = yes
	
	only_rulers = yes
	
	trigger = {
		higher_tier_than = DUKE
		NOT = { has_landed_title = e_nilfgaard }
		liege = {
			NOT = { has_landed_title = e_nilfgaard }
		}
	}
	
	immediate = {
		any_demesne_title = {
			limit = {
				tier = KING
			}
			reset_coa = THIS
		}
	}
}

# Reset CoA of kingdoms
# [on_war_ended_victory]
character_event = {
	id = nilfgaard.153
	
	hide_window = yes
	is_triggered_only = yes
	
	only_rulers = yes
	
	trigger = {
		FROM = {
			higher_tier_than = DUKE
			NOT = { has_landed_title = e_nilfgaard }
			liege = {
				NOT = { has_landed_title = e_nilfgaard }
			}
		}
	}
	
	immediate = {
		FROM = {
			any_demesne_title = {
				limit = {
					tier = KING
				}
				reset_coa = THIS
			}
		}
	}
}