namespace = siege

################################################
# Fires on_siege_pulse
################################################
# Taunt the enemy commander - attacker
character_event = {
	id = siege.1
	desc = EVTDESCsiege.1
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = yes
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			trait = brilliant_strategist 
		}
		modifier = {
			factor = 0.75
			martial = 8
		}
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.25
			NOT = { martial = 4 }
		}
	}
	
	immediate = {
		siege = {
			enemy = {
				morale = -0.1
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.2 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.2 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			enemy = {
				morale = -0.1
			}
		}
	}
}
character_event = {
	id = siege.2
	desc = EVTDESCsiege.1
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Inspirational speech raises troop morale -defender
character_event = {
	id = siege.10
	desc = EVTDESCsiege.10
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = no
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			trait = grey_eminence 
		}
		modifier = {
			factor = 0.75
			diplomacy = 8
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.25
			NOT = { diplomacy = 4 }
		}
	}
	
	immediate = {
		siege = {
			morale = 0.1
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.11 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.11 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			morale = 0.1
		}
	}
}
character_event = {
	id = siege.11
	desc = EVTDESCsiege.10
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Inspirational speech raises troop morale -attacker
character_event = {
	id = siege.12
	desc = EVTDESCsiege.12
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = yes
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			trait = grey_eminence 
		}
		modifier = {
			factor = 0.75
			diplomacy = 8
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.25
			NOT = { diplomacy = 4 }
		}
	}
	
	immediate = {
		siege = {
			morale = 0.1
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.13 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.13 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			morale = 0.1
		}
	}
}
character_event = {
	id = siege.13
	desc = EVTDESCsiege.12
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Soldiers desert -defender
character_event = {
	id = siege.20
	desc = EVTDESCsiege.20
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = no
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			NOT = { martial = 2 }
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 4 }
		}
		modifier = {
			factor = 1.25
			martial = 6
		}
		modifier = {
			factor = 1.25
			martial = 8
		}
	}
	
	immediate = {
		siege = {
			troops = -0.01
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.21 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.21 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			troops = -0.01
		}
	}
}
character_event = {
	id = siege.21
	desc = EVTDESCsiege.20
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Soldiers desert -attacker
character_event = {
	id = siege.22
	desc = EVTDESCsiege.22
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = yes
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			NOT = { martial = 2 }
		}
		modifier = {
			factor = 0.75
			NOT = { martial = 4 }
		}
		modifier = {
			factor = 1.25
			martial = 6
		}
		modifier = {
			factor = 1.25
			martial = 8
		}
	}
	
	immediate = {
		siege = {
			troops = -0.01
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.23 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.23 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			troops = -0.01
		}
	}
}
character_event = {
	id = siege.23
	desc = EVTDESCsiege.22
	picture = GFX_evt_siege
	
	is_triggered_only = yes
	
	notification = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Raid the camp during night - defender
character_event = {
	id = siege.30
	desc = EVTDESCsiege.30
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = no
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			NOT = { intrigue = 2 }
		}
		modifier = {
			factor = 0.75
			NOT = { intrigue = 4 }
		}
		modifier = {
			factor = 1.25
			siege = {
				enemy = {
					leader = {
						intrigue = 7
					}
				}
			}
		}
		modifier = {
			factor = 1.25
			siege = {
				enemy = {
					leader = {
						intrigue = 10
					}
				}
			}
		}
	}
	
	immediate = {
		siege = {
			enemy = {
				troops = -0.01
				morale = -0.1
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.31 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.31 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			enemy = {
				troops = -0.01
				morale = -0.1
			}
		}
	}
}
character_event = {
	id = siege.31
	desc = EVTDESCsiege.30
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Your camp have attracted all manner of rabble - mercenaries, looter, prostitutes and merchants in hopes to earn something - attacker
character_event = {
	id = siege.40
	desc = EVTDESCsiege.40
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = yes
		}
	}
	
	weight_multiplier = {
		months = 1
	}
	immediate = {
		siege = {
			troops = 0.01
			morale = 0.1
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.41 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.41 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			troops = 0.01
			morale = 0.1
		}
	}
}
character_event = {
	id = siege.41
	desc = EVTDESCsiege.40
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Peasants join the defenders bolstering their ranks - defender
character_event = {
	id = siege.50
	desc = EVTDESCsiege.50
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = no
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 1.25
			NOT = { diplomacy = 2 }
		}
		modifier = {
			factor = 1.25
			NOT = { diplomacy = 4 }
		}
		modifier = {
			factor = 0.75
			diplomacy = 6
		}
		modifier = {
			factor = 0.75
			diplomacy = 8
		}
		modifier = { factor = 0.75 siege = { enemy = { leader = { trait = cruel } } } }
		modifier = { factor = 0.75 siege = { enemy = { leader = { trait = impaler } } } }
	}
	
	immediate = {
		siege = {
			troops = 0.01
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.51 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.51 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			troops = 0.01
		}
	}
}
character_event = {
	id = siege.51
	desc = EVTDESCsiege.50
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Catapults and ballistas -attacker
character_event = {
	id = siege.60
	desc = EVTDESCsiege.60
	picture = GFX_evt_siege
	
	is_triggered_only = yes
	notification = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = yes
		}
	}

	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			trait = brilliant_strategist 
		}
		modifier = {
			factor = 0.75
			martial = 8
		}
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.25
			NOT = { martial = 4 }
		}
	}
	
	immediate = {
		siege = {
			enemy = {
				morale = -0.1
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.61 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.61 }
					}
				}
			}
		}
		siege = {
			enemy = {
				morale = -0.1
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			enemy = {
				morale = -0.1
			}
		}
	}
}
character_event = {
	id = siege.61
	desc = EVTDESCsiege.60
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}
# Scouting party - defenders
character_event = {
	id = siege.70
	desc = EVTDESCsiege.70
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		NOT = { culture = wilderness}
		siege = {
			is_attacker = no
		}
	}
	
	weight_multiplier = {
		months = 1
		modifier = {
			factor = 0.75
			trait = brilliant_strategist 
		}
		modifier = {
			factor = 0.75
			martial = 8
		}
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.25
			NOT = { martial = 4 }
		}
	}
	
	immediate = {
		siege = {
			morale = 0.1
			enemy = {
				leader = {
					any_liege = {
						limit = {
							war_with = ROOT
							NOT = {
								ROOT = {
									liege = { has_landed_title = e_rebels }
								}
							}
						}
						character_event = { id = siege.71 }
					}
					if = {
						limit = {
							war_with = ROOT
						}
						character_event = { id = siege.71 }
					}
				}
			}
		}
	}
	
	option = {
		name = OK
		siege = {
			morale = 0.1
		}
	}
}
character_event = {
	id = siege.71
	desc = EVTDESCsiege.70
	picture = GFX_evt_siege
	
	notification = yes
	is_triggered_only = yes
	
	trigger = {
		ai = no
	}
	
	option = {
		name = OK
	}
}

################################################
# Fires on_siege_won_leader
################################################
# Troops raping and pillaging 
character_event = {
	id = siege.100
	desc = EVTDESCsiege.100
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAsiege.100
		trigger = { NOT = { trait = just } }
		morale = -0.2
		random = {
			chance = 25
			add_trait = just
			hidden_tooltip = { character_event = { id = 38267 } }
		}
	}
	option = {
		name = EVTOPTBsiege.100
		tooltip_info = just
		trigger = { trait = just }
	}
	option = {
		name = EVTOPTCsiege.100
		location = {
			add_province_modifier = {
				name = peasant_unrest
				duration = 365
			}
		}
	}
	option = {
		name = EVTOPTDsiege.100
		if = {
			limit = { NOT = { trait = cruel } }
			random = {
				chance = 25
				add_trait = cruel
				hidden_tooltip = { character_event = { id = 38259 } }
			}
		}
		location = {
			add_province_modifier = {
				name = peasant_unrest
				duration = 365
			}
		}
	}
}
# Troops are looting everything of value
character_event = {
	id = siege.110
	desc = EVTDESCsiege.110
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAsiege.110
		morale = -0.2
		random = {
			chance = 25
			add_trait = just
			hidden_tooltip = { character_event = { id = 38267 } }
		}
	}
	option = {
		name = EVTOPTBsiege.110
		morale = 0.2
		if = {
			limit = { NOT = { trait = just } }
			random = {
				chance = 25
				add_trait = charitable
				hidden_tooltip = { character_event = { id = 38273 } }
			}
		}
		wealth = -20
	}
	option = {
		name = EVTOPTCsiege.110
		location = {
			add_province_modifier = {
				name = province_looted
				duration = 365
			}
		}
	}
	option = {
		name = EVTOPTDsiege.110
		if = {
			limit = { NOT = { trait = greedy } }
			random = {
				chance = 25
				add_trait = greedy
				hidden_tooltip = { character_event = { id = 38252 } }
			}
		}
		wealth = 20
		location = {
			add_province_modifier = {
				name = province_looted
				duration = 365
			}
		}
	}
}
# Troops are enjoying themselves hunting down peasants

# Slaughter non-humans

# Exectute the surrendered soldiers

# A priest is holding sermon for the fallen
character_event = {
	id = siege.150
	desc = EVTDESCsiege.150
	picture = GFX_evt_death
	border = GFX_event_normal_frame_religion
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTAsiege.150
		piety = 20
	}
	option = {
		name = EVTOPTBsiege.150
		if = {
			limit = { NOT = { trait = cynical } }
			random = {
				chance = 25
				add_trait = cynical
				hidden_tooltip = { character_event = { id = 38258 } }
			}
		}
	}
}
