namespace = wilderness

################################################
# Main
################################################
# Hidden - Remove wilderness character traits
# Except racial trait, as they would be added back the next day
character_event = {
	id = wilderness.1
	
	hide_window = yes
	
	culture = wilderness
	
	trigger = {
		num_of_traits = 2
	}
	
	mean_time_to_happen = {
		days = 20
	}
	
	immediate = {
		clear_wealth = yes
	}
	
	option = {
		name = OK
		remove_education_effect = yes
		remove_lifestyle_trait_effect = yes
		remove_personality_trait_effect = yes
		remove_congenital_trait_effect = yes
		remove_health_trait_effect = yes
		remove_leadership_trait_effect = yes
		
		remove_trait = adept
		remove_trait = ambidextrous
		remove_trait = ashari
		remove_trait = augustus
		remove_trait = bad_priest_aztec
		remove_trait = bad_priest_christian
		remove_trait = bad_priest_muslim
		remove_trait = bad_priest_norse
		remove_trait = bad_priest_tengri
		remove_trait = bad_priest_zoroastrian
		remove_trait = bastard
		remove_trait = berserker
		remove_trait = blinded
		remove_trait = born_in_the_purple
		remove_trait = canon
		remove_trait = child_of_consort
		remove_trait = crusader
		remove_trait = druid
		remove_trait = eunuch
		remove_trait = excommunicated
		remove_trait = falconer
		remove_trait = faqih
		remove_trait = fertile_nonhuman
		remove_trait = fertile_sorcerer
		remove_trait = hafiz
		remove_trait = hajjaj
		#remove_trait = heresiarch
		remove_trait = homosexual
		remove_trait = is_fat
		remove_trait = is_malnourished
		remove_trait = kinslayer
		remove_trait = legit_bastard
		remove_trait = magic_talent
		remove_trait = master_warrior
		remove_trait = mirza
		remove_trait = monk
		remove_trait = mujahid
		remove_trait = mutazilite
		remove_trait = nun
		remove_trait = on_hajj
		remove_trait = on_pilgrimage
		#remove_trait = peasant_leader
		remove_trait = pilgrim
		remove_trait = poet
		remove_trait = poor_warrior
		remove_trait = pregnant
		remove_trait = shrewd
		remove_trait = raider
		remove_trait = saoshyant
		remove_trait = saoshyant_descendant
		remove_trait = sayyid
		remove_trait = scarred
		#remove_trait = scoiatael_leader
		remove_trait = skilled_warrior
		remove_trait = sorcerer
		remove_trait = source
		remove_trait = strong_emperor
		remove_trait = sympathy_christendom
		remove_trait = sympathy_islam
		remove_trait = sympathy_judaism
		remove_trait = sympathy_pagans
		remove_trait = sympathy_zoroastrianism
		remove_trait = trained_warrior
		remove_trait = trickster
		remove_trait = twin
		remove_trait = varangian
		remove_trait = veteran
		remove_trait = viking
		remove_trait = feeble
		remove_trait = witcher
		remove_trait = imperialist
		remove_trait = solarist
	}
}

# Give diplomatic immunity [on_startup]
character_event = {
	id = wilderness.2
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		culture = wilderness
	}
	
	immediate = {
		diplomatic_immunity = yes
		
		# Prevent wilderness from being able to join coalitions
		prestige = -100
		piety = -100
		clear_wealth = yes
	}
}

# Remove Wilderness courtiers in other courts
character_event = {
	id = wilderness.3
	
	culture = wilderness
	
	trigger = {
		is_ruler = no
		host = {
			NOT = { character = 1 }
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	immediate = {
		log = "**(Wilderness)** Killing [Root.GetBestName]([This.GetID]) that is not in wilderness court"
		death = { death_reason = death_missing } 
	}
}

################################################
# Magic towers
################################################
# Hidden - Give tower to wilderness (on_death)
character_event = {
	id = wilderness.100
	
	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		any_demesne_province = { terrain = magic_tower }
		NOT = { has_landed_title = d_thanedd }
		NOT = { has_landed_title = d_ban_ard_academy }
		NOT = { has_landed_title = d_nilfgaard_academy }
	}
	
	option = {
		name = OK
		d_wilderness = {
			holder_scope = {
				ROOT = {
					any_demesne_title = {
						limit = {
							tier = count
							location = { terrain = magic_tower }
						}
						log = "**(Magic tower)** [Root.GetBestName]'s tower [This.GetName] is transfered to Wilderness on death"
						gain_title = PREVPREV
					}
				}
				set_defacto_liege = THIS
			}
		}
	}
}
# Hidden - Give non-sorcerer held tower to wilderness 
province_event = {
	id = wilderness.101
	
	hide_window = yes
	
	trigger = {
		terrain = magic_tower
		owner = {
			NOT = { has_landed_title = d_wilderness }
			NOT = { trait = sorcerer }
			NOR = { 
				has_landed_title = d_thanedd
				has_landed_title = d_ban_ard_academy
				has_landed_title = d_nilfgaard_academy
			}
		}
	}
	
	mean_time_to_happen = {
		days = 20
	}
	
	option = {
		name = OK
		log = "**(Magic tower)** [Root.County.Holder.GetBestName]([This.GetID]) cannot hold [Root.County.GetName], which is transfered to Wilderness"
		d_wilderness = {
			holder_scope = {
				ROOT = {
					owner = {
						any_demesne_title = {
							limit = {
								tier = count
								location = { terrain = magic_tower }
							}
							gain_title = PREVPREVPREV
						}
					}
				}
				set_defacto_liege = THIS
			}
		}
	}
}
# Hidden - Change accidently spread magic culture
character_event = {
	id = wilderness.102
	
	hide_window = yes
	
	culture = magic
	
	trigger = {
		
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	option = { # to elven culture
		name = OK
		trigger = {
			trait = elf_race
		}
		culture = aen_seidhe
		ai_chance = { factor = 100 }
	}
	option = { # to dwarven culture
		name = OK
		trigger = {
			trait = dwarf_race
		}
		culture = dwarven
		ai_chance = { factor = 100 }
	}
	option = { # to halfling culture
		name = OK
		trigger = {
			trait = halfling_race
		}
		culture = halfling
		ai_chance = { factor = 100 }
	}
	option = { # to gnomish culture
		name = OK
		trigger = {
			trait = gnome_race
		}
		culture = gnomish
		ai_chance = { factor = 100 }
	}
	option = { # to liege's culture
		name = OK
		trigger = {
			liege = { 
				NOT = { culture = magic }
			}
		}
		liege = { reverse_culture = ROOT }
		ai_chance = { factor = 10 }
	}
	option = { # to neighbor's culture
		name = OK
		location = {
			random_neighbor_province = { 
				limit = {
					NOT = { culture = magic }
					NOT = { culture = aen_seidhe }
					NOT = { culture = dwarven }
					NOT = { culture = halfling }
					NOT = { culture = gnomish }
				}
				reverse_culture = ROOT
			}
		}
		ai_chance = { factor = 1 }
	}
}
