namespace = NMD

character_event  = {
	id = NMD.1000
	
	is_triggered_only = yes
	
	only_rulers = yes
	
	hide_window = yes

	trigger = {
		independent = yes
		is_nomadic = yes
		ai = yes
		OR = {
			AND = {
				NOT = {culture = mongol}
				num_of_count_titles_in_realm = 50
			}
			realm_size = 80
		}
	}
	
	immediate = {
		any_vassal = {
			limit = {
				is_nomadic = yes
			}
			save_event_target_as = tribal_vassal
			any_demesne_province = {
				limit = {
					capital_holding = {
						holding_type = nomad
					}
				}
				build_holding = {
					type = tribal
					holder = event_target:tribal_vassal
				}
			}
			set_government_type = tribal_government
			clan_title = {
				activate_title = { title = THIS status = no }
				destroy_landed_title = THIS
			}
			any_demesne_title = {
				limit = {higher_tier_than = DUKE}
				#activate_title = { title = THIS status = no }
				destroy_landed_title = THIS
			}
			clear_event_target = tribal_vassal
		}
		
		recalc_succession = yes
		
		any_realm_province = {
			limit = {
				owner = {
					ai = yes
				}
				OR = {
				
					AND = {
						OR = {
							ROOT = {
								current_heir = {lower_tier_than = COUNT}
								mercenary = yes
							}
						}
						NOT = { #NOT your primary Kingdom
							kingdom = {
								ROOT = {
									capital_scope = {
										kingdom = {
											title = PREVPREVPREV
										}
									}
								}
							}
						}
						
					}
					AND = {
						ROOT = {
							current_heir = {higher_tier_than = COUNT}
							mercenary = no
						}
						NOT = { #NOT primary Kingdom of your heir
							kingdom = {
								ROOT = {
									current_heir = {
										capital_scope = {
											kingdom = {
												title = PREVPREVPREVPREV
											}
										}
									}
								}
							}
						}
					}
				}
			}

			if = {
				limit = {NOT = {has_province_modifier = splited_clan_tax}}
				kingdom = {
					save_event_target_as = gift_kingdom
				}
				ROOT = {
					any_realm_province = {
						limit = {
							kingdom = {
								title = event_target:gift_kingdom
							}
						}
						add_province_modifier = {
							name = splited_clan_tax
							duration = 30
						}
					}
				}
				if = {
					limit = {
						NOT = {num_of_settlements = 1}
					}
					build_holding = {
						type = tribal
						holder = ROOT
					}
				}

				county = {
					save_event_target_as = real_capital
				}
				kingdom = {
					ROOT = {
						if = {
							limit = {
								any_dynasty_member = {
									any_realm_title = {
										kingdom = {
											title = event_target:gift_kingdom
										}
									}
									is_female = no
									age = 16
									NOT = {is_primary_heir = ROOT}
									NOT = {higher_tier_than = DUKE}
									NOT = {has_character_flag = splited_clan}
									OR = {
										is_liege_or_above = ROOT
										AND = {
											mercenary = yes
											primary_title = {
												band_creator = {
													character = ROOT
												}
											}
										}
									}
								}
							}
							random_dynasty_member = {
								limit = {
									any_realm_title = {
										kingdom = {
											title = event_target:gift_kingdom
										}
									}
									is_female = no
									age = 16
									NOT = {is_primary_heir = ROOT}
									NOT = {higher_tier_than = DUKE}
									NOT = {has_character_flag = splited_clan}
									OR = {
										is_liege_or_above = ROOT
										AND = {
											mercenary = yes
											primary_title = {
												band_creator = {
													character = ROOT
												}
											}
										}
									}
								}
								set_character_flag = splited_clan
								if = {
									limit = {
										mercenary = yes
										primary_title = {
											band_creator = {
												character = ROOT
											}
										}
									}
									primary_title = {
										activate_title = { title = THIS status = no }
										destroy_landed_title = THIS
									}
									move_character = ROOT
									clr_character_flag = is_mercenary_leader
								}
								
								grant_title = event_target:real_capital
								grant_title = event_target:gift_kingdom
								
								
								vassalize_or_take_under_title = {
									title = event_target:gift_kingdom
									enemy = ROOT
									#is_crusade = yes # Even if the kingdom title holder is not participating in the war, gain holdings occupied by all participants
									type = invasion
								}
					
								set_defacto_liege = ROOT
								save_event_target_as = new_king
								
							}
							set_character_flag = kingdom_taken
						}
						if = {
							limit = {
								NOT = {has_character_flag = kingdom_taken}
								any_dynasty_member = {
									is_female = no
									age = 16
									NOT = {is_primary_heir = ROOT}
									NOT = {higher_tier_than = DUKE}
									NOT = {has_character_flag = splited_clan}
									OR = {
										is_liege_or_above = ROOT
										AND = {
											mercenary = yes
											primary_title = {
												band_creator = {
													character = ROOT
												}
											}
										}
									}
								}
							}
							random_dynasty_member = {
								limit = {
									is_female = no
									age = 16
									NOT = {is_primary_heir = ROOT}
									NOT = {higher_tier_than = DUKE}
									NOT = {has_character_flag = splited_clan}
									OR = {
										is_liege_or_above = ROOT
										AND = {
											mercenary = yes
											primary_title = {
												band_creator = {
													character = ROOT
												}
											}
										}
									}
								}
								set_character_flag = splited_clan
								if = {
									limit = {
										mercenary = yes
										primary_title = {
											band_creator = {
												character = ROOT
											}
										}
									}
									primary_title = {
										activate_title = { title = THIS status = no }
										destroy_landed_title = THIS
									}
									move_character = ROOT
									clr_character_flag = is_mercenary_leader
								}
								
								grant_title = event_target:real_capital
								grant_title = event_target:gift_kingdom
								
								
								vassalize_or_take_under_title = {
									title = event_target:gift_kingdom
									enemy = ROOT
									#is_crusade = yes # Even if the kingdom title holder is not participating in the war, gain holdings occupied by all participants
									type = invasion
								}
								
								
								set_defacto_liege = ROOT
								save_event_target_as = new_king
								
							}
							set_character_flag = kingdom_taken
						}
						
						if = {
							limit = {
								NOT = {has_character_flag = kingdom_taken}
								any_courtier = {
									martial = 15
									is_female = no
									prisoner = no
									religion = ROOT
									culture = ROOT
									NOT = {has_character_flag = splited_clan}
								}
							}
							random_courtier = {
								limit = {
									martial = 15
									is_female = no
									prisoner = no
									religion = ROOT
									culture = ROOT
									NOT = {has_character_flag = splited_clan}
								}
								grant_title = event_target:real_capital
								grant_title = event_target:gift_kingdom
								
								set_character_flag = splited_clan
								vassalize_or_take_under_title = {
									title = event_target:gift_kingdom
									enemy = ROOT
									#is_crusade = yes # Even if the kingdom title holder is not participating in the war, gain holdings occupied by all participants
									type = invasion
								}
								# set_government_type = feudal_government
								set_defacto_liege = ROOT
								save_event_target_as = new_king
								
							}
							set_character_flag = kingdom_taken
						}
						
						if = {
							limit = {
								NOT = {has_character_flag = kingdom_taken}
								NOT = {
									any_courtier = {
										martial = 15
										is_female = no
										prisoner = no
										religion = ROOT
										culture = ROOT
										NOT = {has_character_flag = splited_clan}
									}
								}
								
							}
							create_character = {
								culture = ROOT
								religion = ROOT
								is_female = no
								random_traits = yes
								attributes = {
									martial = 10
								}
								female = no
							}
							new_character = {
								add_trait = brave
								grant_title = event_target:real_capital
								grant_title = event_target:gift_kingdom
								
								set_character_flag = splited_clan
								vassalize_or_take_under_title = {
									title = event_target:gift_kingdom
									enemy = ROOT
									#is_crusade = yes # Even if the kingdom title holder is not participating in the war, gain holdings occupied by all participants
									type = invasion
								}
								# set_government_type = feudal_government
								set_defacto_liege = ROOT
								save_event_target_as = new_king
								
							}
							set_character_flag = kingdom_taken
						}
						
						clr_character_flag = kingdom_taken
					}

					ROOT = {
						any_vassal = {
							limit = {
								lower_tier_than = KING
								capital_scope = {
									kingdom = {title = event_target:gift_kingdom}
								}
							}
							set_defacto_liege = event_target:new_king
						}
					}
					clear_event_target = new_king
				}
				clear_event_target = gift_kingdom
				clear_event_target = real_capital
			}
				
		}
		
		any_vassal = {
			limit = {
				dynasty = ROOT
				tier = KING
				NOT = {is_primary_heir = ROOT}
			}
			character_event = {id = NMD.1001 days = 1} #Independence
		}
		
		
	}
	
}




character_event = {
	id = NMD.1001
	desc = EVTDESC_63103
	picture = GFX_evt_throne_room

	capable_only = yes
	prisoner = no
	min_age = 16
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_63103 # Remain a vassal
		ai_chance = {
			factor = 0
			modifier = {
				factor = 2
				opinion = {
					who = FROM
					value = 25
				}
			}
			modifier = {
				factor = 2
				opinion = {
					who = FROM
					value = 50
				}
			}
			modifier = {
				factor = 4
				trait = content
			}
		}
	}
	option = {
		name = EVTOPTB_63103 # Go independent
		
		ai_chance = {
			factor = 100
			modifier = {
				factor = 2
				NOT = {
					opinion = {
						who = FROM
						value = -25
					}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion = {
						who = FROM
						value = -50
					}
				}
			}
			
			modifier = {
				factor = 3
				realm_size = 30
			}
			modifier = {
				factor = 3
				realm_size = 40
			}
			modifier = {
				factor = 2
				trait = ambitious
			}
		}
		
		hidden_tooltip = {
			FROM = { character_event = { id = 63104 } }
			if = {
				limit = {NOT = {culture = mongol}}
				any_playable_ruler = {
					limit = {dynasty = ROOT}
					opinion = {
						modifier = in_non_aggression_pact
						who = ROOT
						years = 5
					}
					reverse_opinion = {
						modifier = in_non_aggression_pact
						who = ROOT
						years = 5
					}
					add_alliance = { who = ROOT years = 5 }
				}
			}
			if = {
				limit = {
					culture = mongol
					
				}
				any_playable_ruler = {
					limit = {dynasty = ROOT}
					opinion = {
						modifier = in_non_aggression_pact
						who = ROOT
						years = 50
					}
					reverse_opinion = {
						modifier = in_non_aggression_pact
						who = ROOT
						years = 50
					}
					add_alliance = { who = ROOT years = 50 }
				}
			}
		}
		
		if = {
			limit = {
				liege = {
					independent = no
				}
			}
			liege = {
				liege = {
					ROOT = {
						set_defacto_liege = PREV
						set_character_flag = set_to_higher_liege
					}
				}
			}
		}
		
		
		set_defacto_liege = THIS
		
		if = {
			limit = {
				is_merchant_republic = no
			}
			if = {
				limit = {
					is_tribal = yes
				}
				set_government_type = nomadic_government
			}
			prestige = 500
			
		}
		capital_scope = {
			ROOT = {
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					match_character = THIS
					match_mult = 0.5
					match_max = 1000
					match_min = 250
					attrition = 1.0
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					match_character = THIS
					match_mult = 0.5
					match_max = 1000
					match_min = 250
					attrition = 1.0
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					match_character = THIS
					match_mult = 0.5
					match_max = 1000
					match_min = 250
					attrition = 1.0
				}
				
			}
		}
		if = {
			limit = {
				has_character_flag = reckless_invasion
				culture = mongol
			}
			spawn_unit = {
				province = PREV
				home = PREV
				owner = ROOT
				#leader = THIS
				troops = {
					horse_archers = { 3400 3400 }
					light_cavalry = { 2400 2400 }
				}
				attrition = 0
			}
			spawn_unit = {
				province = PREV
				home = PREV
				owner = ROOT
				#leader = THIS
				troops = {
					horse_archers = { 3400 3400 }
					light_cavalry = { 2400 2400 }
				}
				attrition = 0
			}
			spawn_unit = {
				province = PREV
				home = PREV
				owner = ROOT
				#leader = THIS
				troops = {
					horse_archers = { 3400 3400 }
					light_cavalry = { 2400 2400 }
				}
				attrition = 0
			}
		}
		
		clr_character_flag = set_to_higher_liege
	}
}

