#namespaces have to be declared else only the last defined event in the file can fire
namespace=cleandummies
namespace=fixorders
namespace=fixsucc

character_event = {#destroys dummy titles on vanilla characters on startup
	id = cleandummies.1
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		primary_title = {
			OR = {
				title = d_dummy2
				title = e_dummy1
			}
		}
	}
	immediate = {
		if = {
			limit = { character = c_474000 } #Dietrich von Altenburg
			e_dummy1 = {
				unsafe_destroy_landed_title = THIS
				activate_title = {
					title = THIS
					status = no
				}
			}
			c_dorpat = { set_defacto_liege = ROOT }
			c_livs = { set_defacto_liege = ROOT }
			c_osel = { set_defacto_liege = ROOT }
			c_riga = { set_defacto_liege = ROOT }
			any_demesne_title = { set_defacto_liege = ROOT }
			k_teutonic_state = {
				make_primary_title = yes
				set_flag = force_order_government
			}
		}
		else_if = {
			limit = { character = c_30442 } #Jakob von Osel
			d_dummy2 = {
				unsafe_destroy_landed_title = THIS
				activate_title = {
					title = THIS
					status = no
				}
			}
			set_government_type = order_government #Sets the right government from the start and fires fixorders.1 at the same time, winwin
		}
	}
}

character_event = {#ensures each independent and relevant Holy Order has the Monastic Elective government, base code from NEOW
	id = fixorders.1
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			independent = yes
			ai = no #let's make order vassals playable, part 6?
		}
		OR = {
			government = order_government
			government = nunorder_government
			primary_title = { has_flag = force_monastic_elective }
		}
		any_demesne_title = {
			NOT = {
				has_law = succ_monastic_elective
			}
		}
	}
	immediate = {
		any_demesne_title = {
			limit = {
				NOT = {
					has_law = succ_monastic_elective
				}
			}
			add_law = {
				law = succ_monastic_elective
				cooldown = no
				opinion_effect = no
			}
		}
	}
}

character_event = {#similar to the one above but for Sisterhoods and their vassals
	id = fixorders.2
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			AND = {
				independent = yes
				government = sisterhood_government
				NOT = { primary_title = { has_flag = force_monastic_elective } }
			}
			AND = {
				is_feudal = yes
				any_liege = {
					government = sisterhood_government
					religion = ROOT
				}
			}
		}
		any_demesne_title = {
			NOT = {
				has_law = succ_sisterhood_elective
			}
		}
	}
	immediate = {
		any_demesne_title = {
			limit = {
				NOT = {
					has_law = succ_sisterhood_elective
				}
			}
			add_law = {
				law = succ_sisterhood_elective
				cooldown = no
				opinion_effect = no
			}
		}
	}
}

character_event = {#similar to the one above, for the Warrior orders
	id = fixorders.3
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			independent = yes
			ai = no #let's make order vassals playable, part 6?
		}
		AND = {
			government = warorder_government
			NOT = { primary_title = { has_flag = force_monastic_elective } }
		}
		any_demesne_title = {
			NOT = {
				has_law = succ_martial_elective
			}
		}
	}
	immediate = {
		any_demesne_title = {
			limit = {
				NOT = {
					has_law = succ_martial_elective
				}
			}
			add_law = {
				law = succ_martial_elective
				cooldown = no
				opinion_effect = no
			}
		}
	}
}

character_event = {#fix for custom orders not giving holy order armies on game starts/loads
	id = fixorders.4
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		primary_title = {
			OR = {
				title = d_custom_order
				title = k_custom_order
				title = e_custom_order
				title = d_custom_sisorder
				title = k_custom_sisorder
				title = e_custom_sisorder
				title = d_custom_warorder
				title = k_custom_warorder
				title = e_custom_warorder
			}
		}
	}
	immediate = {
		primary_title = {
			culture = ROOT
			religion = ROOT
			activate_title = { title = THIS status = yes } #precautions
		}
	}
}

character_event = {#ensures we play the right character on holy order inheritance, base code from NEOW (heavily trimmed to avoid issues with fixorders.6)
	id = fixorders.5
	
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			independent = yes
			ai = no #let's make order vassals playable, part 3
		}
		OR = {
			government = order_government
			government = nunorder_government
			government = warorder_government
			government = sisterhood_government
			government = missionary_government
		}
		#script worked fine without these next conditions iirc, but they're a good thing to have
		current_heir = {
			NOT = {
				dynasty = ROOT
			}
		}
		has_game_rule = { name = non_dynastic_succession value = on }
	}

	immediate = {
		current_heir = {
			wealth = ROOT
			ROOT = {
				if = {
					limit = { ai = no }
					set_player_character = PREV
				}
				abdicate_to = PREV
				clear_wealth = yes
				any_artifact = {
					transfer_artifact = { from = ROOT to = PREVPREV }
				}
			}
		}
	}
}

character_event = {#Trying to fix inheritance for enatic elective vassals and their damn agnatic-cognatic male heirs
	id = fixorders.6
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		is_female = no
		independent = no
		ai = yes
		OR = {
			has_religion_feature = religion_matriarchal
			any_liege = {
				government = sisterhood_government
				religion = ROOT
			}
		}
		NOT = { primary_title = { has_law = enatic_cognatic_succession } }
	}

	immediate = { character_event = { id = fixorders.601 } }
}

character_event = {#Separate event since character creation gets screwy otherwise, as discovered when working on 701
	id = fixorders.601
	hide_window = yes
	
	is_triggered_only = yes

	#Copying the whole trigger block from the event before for safety reasons, reasons said in 701
	trigger = {
		is_female = no
		independent = no
		ai = yes
		OR = {
			has_religion_feature = religion_matriarchal
			any_liege = {
				government = sisterhood_government
				religion = ROOT
			}
		}
		NOT = { primary_title = { has_law = enatic_cognatic_succession } }
	}

	immediate = {
		random_list = {
			40 = {
				create_random_soldier = {
					random_traits = yes
					dynasty = culture
					female = yes
					health = 6
					fertility = 0.8
					add_trait = zealous
				}
			}
			30 = {
				create_random_steward = {
					random_traits = yes
					dynasty = culture
					female = yes
					health = 6
					fertility = 0.8
				add_trait = zealous
				}
			}
			30 = {
				create_random_priest = {
					random_traits = yes
					dynasty = culture
					female = yes
					health = 6
					fertility = 0.8
					add_trait = zealous
				}
			}
		}
		new_character = {
			remove_trait = slow
			remove_trait = imbecile
			remove_trait = dull
			remove_trait = cynical

			random_list = { # Some stat randomization to help avoid copycats
				10 = { 
					# Nothing
				}
				10 = { 
					change_learning = 2
				}
				15 = {
					change_stewardship = 2
				}
				15 = {
					change_martial = 2
				}
				15 = {
					change_stewardship = 4
				}
				15 = {
					change_martial = 6
				}
				10 = {
					change_martial = 2
					change_stewardship = 2
				}
				5 = {
					change_diplomacy = 2
					change_martial = 2
					change_stewardship = 6
					change_learning = 2
				}
				5 = {
					add_trait = shrewd
				}
			}

			wealth = ROOT
			ROOT = {
				abdicate_to = PREV #Should activate fixorders.7 which will take care of the rest
				clear_wealth = yes
				any_artifact = {
					transfer_artifact = { from = ROOT to = PREVPREV }
				}
			}
		}
	}
}

character_event = {#Fix for sisters giving out land
	id = fixorders.7
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		ai = yes
		OR = {
			over_max_demesne_size >= 0
			any_demesne_province = {
				any_province_holding = {
					NOT = { is_preferred_holding_type = ROOT }
				}
			}
		}
		OR = {
			government = nunorder_government
			government = sisterhood_government
			AND = {
				OR = {
					is_feudal = yes
					is_theocracy = yes
				}
				any_liege = {
					government = sisterhood_government
					religion = ROOT
				}
			}
		}
	}

	immediate = {
		any_demesne_province = { #Searching for an appropriate capital holding in the de jure capital county
			if = { limit = { ROOT = { primary_title = { capital_scope = { province = PREVPREVPREV } } } } #Works only for dukes and above
				any_province_holding = {
					if = { #Best capital candidate: a Temple holding in the de jure capital
						limit = {
							controlled_by = ROOT
							holding_type = temple #Script previously used "is_preferred_holding_type" instead but that caused sister duchies to become holy orders when inherited by them sometimes
							ROOT = {
								OR = { #Untested, this should avoid switching capitals if the current one is already the best possible one
									capital_holding = { NOT = { holding_type = temple } }
									capital_holding = { NOT = { location = { province = PREVPREVPREVPREV } } }
								}
							}
						}
						ROOT = { capital = PREV }
						make_capital_holding = yes
					}
					else_if = { #2nd best: Castle or Tribal holding if the county has the right religion
						limit = {
							controlled_by = ROOT
							NOT = { holding_type = city }
							location = { religion = ROOT }
							capital_holding = { NOT = { holding_type = temple } }
						}
						ROOT = { capital = PREV }
						make_capital_holding = yes
					}
					else_if = { #Then any Castle or Tribal holding if the current capital doesn't have the right religion
						limit = {
							controlled_by = ROOT
							NOT = { holding_type = city }
							location = { NOT = { religion = ROOT } }
							ROOT = {
								capital_holding = {
									NOT = { holding_type = temple }
									location = { NOT = { religion = ROOT } }
								}
							}
						}
						ROOT = { capital = PREV }
						make_capital_holding = yes
					}
				}
			}
			else = { #Falling back to a Temple holding in a county that's not the de jure capital
				any_province_holding = {
					if = { #Best capital candidate: a Temple holding
						limit = {
							controlled_by = ROOT
							holding_type = temple
							capital_holding = { NOT = { holding_type = temple } }
						}
						ROOT = { capital = PREV }
						make_capital_holding = yes
					}
					else_if = { #2nd best: Castle or Tribal holding if the county has the right religion
						limit = {
							controlled_by = ROOT
							NOT = { holding_type = city }
							location = { religion = ROOT }
							ROOT = {
								capital_holding = {
									NOT = { holding_type = temple }
									OR = {
										location = { NOT = { religion = ROOT } }
										title = PREVPREV #failsafe
									}
								}
							}
						}
						ROOT = { capital = PREV }
						make_capital_holding = yes
					}
				}
			}
		}
		character_event = {
			id = fixorders.701
			days = 2
		}
	}
}

character_event = {#Moving the title grant part of fixorders.6 into a separate event so it can be delayed a couple of days, should help clear out sieges etc. (can_be_given_away and such)
	id = fixorders.701
	hide_window = yes
	
	is_triggered_only = yes

	#This (in theory) being only called by the one before should mean it doesn't *need* a trigger, yet it somehow fires on player inheritance (and others it shouldn't) if it doesn't have one?
	#So I'm copying the whole trigger block from the event before for safety reasons
	trigger = {
		ai = yes
		OR = {
			over_max_demesne_size >= 0
			any_demesne_province = {
				any_province_holding = {
					NOT = { is_preferred_holding_type = ROOT }
				}
			}
		}
		OR = {
			government = nunorder_government
			government = sisterhood_government
			AND = {
				OR = {
					is_feudal = yes
					is_theocracy = yes
				}
				any_liege = {
					government = sisterhood_government
					religion = ROOT
				}
			}
		}
	}

	immediate = {
		any_demesne_title = {
			limit = {
				can_be_given_away = yes
				is_primary_holder_title_tier = no
				NAND = { #Otherwise AI will not give away de jure capital holdings they shouldn't actually hold
					ROOT = { is_capital = PREV }
					is_preferred_holding_type = ROOT
				}
				OR = {
					ROOT = { over_max_demesne_size >= 0 }
					OR = {
						holding_type = city
						AND = {
							OR = { holding_type = castle holding_type = tribal }
							#location = { NOT = { religion = ROOT } } #no use specifying this as sisterhoods always give away all non-temple holdings, prob because they're not base allowed_holdings
							NOT = { ROOT = { government = order_government } } #this on the other hand is useful because standard Holy Orders usually keep tribes (they are allowed_holdings)
						}
					}
				}
			}
			random_list = {
				40 = {
					create_random_soldier = {
						random_traits = yes
						dynasty = culture
						female = yes
						health = 6
						fertility = 0.8
						add_trait = zealous
					}
				}
				30 = {
					create_random_steward = {
						random_traits = yes
						dynasty = culture
						female = yes
						health = 6
						fertility = 0.8
						add_trait = zealous
					}
				}
				30 = {
					create_random_priest = {
						random_traits = yes
						dynasty = culture
						female = yes
						health = 6
						fertility = 0.8
						add_trait = zealous
					}
				}
			}
			new_character = {
				remove_trait = slow
				remove_trait = imbecile
				remove_trait = dull
				remove_trait = cynical

				random_list = { # Some stat randomization to help avoid copycats
					10 = { 
						# Nothing
					}
					10 = { 
						change_learning = 2
					}
					15 = {
						change_stewardship = 2
					}
					15 = {
						change_martial = 2
					}
					15 = {
						change_stewardship = 4
					}
					15 = {
						change_martial = 6
					}
					10 = {
						change_martial = 2
						change_stewardship = 2
					}
					5 = {
						change_diplomacy = 2
						change_martial = 2
						change_stewardship = 6
						change_learning = 2
					}
					5 = {
						add_trait = shrewd
					}
				}

				gain_title = {
					target = PREV
					type = grant
				}
			}
		}
	}
}

character_event = {#Fix for elective baron-dukes bs
	id = fixorders.8
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		ai = yes
		OR = {
			primary_title = { has_law = succ_monastic_elective }
			primary_title = { has_law = succ_sisterhood_elective }
			primary_title = { has_law = succ_martial_elective }
		}
		primary_title = { higher_tier_than = COUNT }
		num_of_count_titles <= 0
		num_of_baron_titles >= 1
	}

	immediate = {
		any_demesne_title = {
			limit = { tier = BARON }
			county = {
				if = { limit = { owner = { same_realm = ROOT ai = yes } } #Change ownership only when appropriate (the province holding the capital barony is in the same realm as the barony's duke)
					gain_title = {
						target = ROOT
						type = usurp
					}
				}
			}
		}
	}
}

character_event = {#Fix for Missionaries inheriting their Guard's title
	id = fixorders.9
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			government = missionary_government
			is_liege_or_above_of = FROMFROM
		}
		FROM = { has_flag = force_missionary_guard_government }
	}

	immediate = {
		#Missionary Guard vassal setup
		create_random_soldier = { #Might be only making clones. Splitting the event didn't help this time
			random_traits = yes
			dynasty = culture
			health = 6
			fertility = 0.8
		}
		new_character = {
			gain_title = FROM
			set_defacto_liege = ROOT
		}
	}
}

character_event = {#Fix for Pirate & Academy Republic vassals defaulting to agnatic (Hopefully helps nun and sister vassals as well)
	id = fixsucc.1
	hide_window = yes
	
	is_triggered_only = yes
	
	trigger = {
		OR = {
			government = pirate_republic_government
			government = techno_republic_government
			any_liege = {
				OR = {
					government = sisterhood_government
					government = nunorder_government
				}
				religion = ROOT
			}
		}
	}
	immediate = {
		any_demesne_title = {
			limit = {
				NOT = {
					any_liege = {
						government = sisterhood_government
						religion = ROOT
					}
				}
			}
			gender_succ = true_cognatic
		}
		any_demesne_title = {
			limit = {
				any_liege = {
					government = sisterhood_government
					religion = ROOT
				}
			}
			gender_succ = enatic
		}
	}
}
