namespace = NRM
narrative_event = {
	id = NRM.400
	title = NRM400T
	desc = NRM400
	picture = GFX_evt_throne_room
	border = GFX_event_narrative_frame_diplomacy

	only_independent = yes

	trigger = {
		year = 1045
		NOT = {year = 1064}
		OR = {
			has_landed_title = k_england
			has_landed_title = d_somerset
		}
		is_feudal = yes
		war = no
		prisoner = no
		OR = {
			any_independent_ruler = {
				has_landed_title = k_norway
				NOT = {character = ROOT}
			}
			any_playable_ruler = {
				has_landed_title = d_normandy
				NOT = {same_realm = ROOT}
				NOT = {character = ROOT}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 48
	}

	option = { #Proposal to both
		trigger = {
			AND = {
				any_independent_ruler = {
					has_landed_title = k_norway
					NOT = {character = ROOT}
				}
				any_playable_ruler = {
					has_landed_title = d_normandy
					NOT = {same_realm = ROOT}
					NOT = {character = ROOT}
				}
			}
		}
		ai_chance = {
			factor = 180
		}
		
		random_independent_ruler = {
			limit = {
				has_landed_title = k_norway
				NOT = {character = ROOT}
			}
			narrative_event = {id = NRM.401 days = 3 random = 4 tooltip = ENGLISH_NORWAY}
		}
		random_playable_ruler = {
			limit = {
				has_landed_title = d_normandy
				NOT = {same_realm = ROOT}
				NOT = {character = ROOT}
			}
			narrative_event = {id = NRM.401 days = 1 random = 2 tooltip = ENGLISH_NORMAN}
		}
		
		name = NRM400A
		
	}
	option = { #Proposal to Normans
		trigger = {
			any_playable_ruler = {
				has_landed_title = d_normandy
				NOT = {same_realm = ROOT}
				NOT = {character = ROOT}
			}
		}
		ai_chance = {
			factor = 15
		}
		
		random_playable_ruler = {
			limit = {
				has_landed_title = d_normandy
				NOT = {same_realm = ROOT}
				NOT = {character = ROOT}
			}
			narrative_event = {id = NRM.401 days = 1 random = 2 tooltip = ENGLISH_NORMAN}
		}
		
		name = NRM400B
		
	}
	option = { #Proposal to Norway
		trigger = {
			any_independent_ruler = {
				has_landed_title = k_norway
				NOT = {character = ROOT}
			}
		}
		ai_chance = {
			factor = 5
		}
		
		random_independent_ruler = {
			limit = {
				has_landed_title = k_norway
				NOT = {character = ROOT}
			}
			narrative_event = {id = NRM.401 days = 3 random = 4 tooltip = ENGLISH_NORWAY}
		}
		
		name = NRM400C
		
	}
	option = { #No Proposals
		ai_chance = {
			factor = 0
		}
		prestige = 100
		name = NRM400D
	}
}


narrative_event = {
	id = NRM.401
	title = NRM401T
	desc = NRM401
	picture = GFX_evt_throne_room
	border = GFX_event_narrative_frame_diplomacy

	is_triggered_only = yes
	
	option = { #Accept
		ai_chance = {
			factor = 95
		}
		name = NRM401A
		opinion = {
			modifier = in_non_aggression_pact
			who = FROM
			years = 50
		}
		reverse_opinion = {
			modifier = in_non_aggression_pact
			who = FROM
			years = 50
		}
		add_alliance = { who = FROM years = 50 }
		FROM = {
			primary_title = {
				add_pressed_claim = ROOT
			}
			hidden_tooltip = {
				letter_event = {id = NRM.402 days = 1 random = 3}
			}
		}
		
	}
	option = { #Decline
		ai_chance = {
			factor = 5
		}
		prestige = 100
		name = NRM401B
		hidden_tooltip = {
			letter_event = {id = NRM.403 days = 1 random = 3}
		}
	}
}


letter_event = { #Accept
	id = NRM.402
	desc = NRM402

	is_triggered_only = yes
	
	option = {
		tooltip = {
			opinion = {
				modifier = in_non_aggression_pact
				who = FROM
				years = 50
			}
			reverse_opinion = {
				modifier = in_non_aggression_pact
				who = FROM
				years = 50
			}
			add_alliance = { who = FROM years = 50 }
			primary_title = {
				add_pressed_claim = FROM
			}
		}
		name = NRM402A
	}
}

letter_event = { #Decline
	id = NRM.403
	desc = NRM403

	is_triggered_only = yes
	
	option = {
		prestige = -25
		name = NRM403A
	}
}



narrative_event = {
	id = NRM.500
	title = NRM500T
	desc = NRM500
	picture = GFX_evt_garden
	border = GFX_event_narrative_frame_diplomacy

	only_playable = yes
	only_men = yes
	culture = norman
	religion_group = christian

	
	trigger = {
		NOT = {year = 1060}
		year = 1010
		is_feudal = yes
		higher_tier_than = COUNT
		NOT = { has_global_flag = english_bastard }
		num_of_children = 0
		fertility = 0.10
		
		war = no
		any_independent_ruler = {
			OR = {
				has_landed_title = k_england
				has_landed_title = d_somerset
			}
			NOT = {character = ROOT}
			NOT = {dynasty = ROOT}
			any_child = {
				age = 16
				is_female = yes
				is_ruler = no
				NOT = {age = 45}
				is_pregnant = no
				fertility = 0.1
				
				has_lover = no
			}
		}
		NOT = {trait = found_true_love}
		NOT = {trait = heart_broken}
		NOT = {trait = homosexual}
	}
	
	mean_time_to_happen = {
		months = 48
		modifier = {
			factor = 0.25
			dynasty = 752
		}
		modifier = {
			factor = 0.5
			has_landed_title = d_normandy
		}
	}
	
	immediate = {
		set_global_flag = english_bastard
	}
	
	option = { #Affair
		ai_chance = {
			factor = 100
		}
		random_independent_ruler = {
			limit = {
				OR = {
					has_landed_title = k_england
					has_landed_title = d_somerset
				}
				NOT = {character = ROOT}
				NOT = {dynasty = ROOT}
				any_child = {
					age = 16
					is_female = yes
					is_ruler = no
					NOT = {age = 45}
					is_pregnant = no
					fertility = 0.1
					has_lover = no
				}
			}
			random_child = {
				limit = {
					age = 16
					is_female = yes
					is_ruler = no
					NOT = {age = 45}
					is_pregnant = no
					fertility = 0.1
					
					has_lover = no
				}
				add_lover = ROOT
				hidden_tooltip = {
					set_character_flag = special_child
					ROOT = {impregnate = PREV}
				}
				add_trait = found_true_love
			}
		}
		add_trait = found_true_love
		name = NRM500A
		
	}
	
	option = {
		ai_chance = {
			factor = 0
		}
		prestige = 50
		name = NRM500B
	}
}

narrative_event = {
	id = NRM.900
	title = NRM900T
	desc = NRM900
	picture = GFX_evt_throne_room
	border = GFX_event_narrative_frame_diplomacy
	
	only_playable = yes
	culture = norman
	religion_group = christian

	
	trigger = {
		year = 978
		NOT = {year = 982}
		is_feudal = yes
		NOT = { has_global_flag = tancred }
	}
	
	mean_time_to_happen = {
		months = 24
	}
	
	immediate = {
		set_global_flag = tancred
	}
	
	option = {
		ai_chance = {
			factor = 100
		}
		name = NRM900A
		create_character = {
			name = "Tancred"
			random_traits = yes
			religion_group = christian
			culture = ROOT
			dynasty = 678
			female = no
			age = 24
			trait = thrifty_clerk
			health = 7
			attributes = {
				martial = 6
				diplomacy = 4
				intrigue = 4
				stewardship = 4
			}
			fertility = 2.0
		}
		hidden_tooltip = {
			new_character = {
				create_character = {
					name="Muriella"
					female = yes
					attributes = {
						martial = 4
						diplomacy = 5
						intrigue = 7
						stewardship = 6
					}
					age = 14
					health = 7
					dynasty = none
					religion_group = christian
					culture = norman
					trait = charismatic_negotiator
					fertility = 2.0
				}
				new_character = {
					add_trait = gregarious
					add_trait = kind
					add_spouse = PREV
					add_lover = PREV
					impregnate = PREV
					add_character_modifier = {
						name = gedu
						duration = 1000
						hidden = yes
					}
					character_event = {id = NRM.905 days = 365}
				}
			}
		}
	}
	
	option = {
		ai_chance = {
			factor = 0
		}
		name = NRM900B
	}
}

character_event = {
	id = NRM.901
	
	is_triggered_only = yes
	
	hide_window = yes
	trigger = {
		dynasty = 678
		NOT = {is_title_active = d_norman_band}
		is_female = no
		NOT = {year = 1050}
	}
	
	immediate = {
		character_event = {id = NRM.902 days = 6570}
	}

}

character_event = {
	id = NRM.905
	
	is_triggered_only = yes
	max_age = 45
	hide_window = yes
	
	immediate = {
		if = {
			limit = {
				is_pregnant = no
				spouse = {
					dynasty = 678
					fertility = 0
				}
			}
			spouse = {
				ROOT = {
					impregnate = PREV
				}
			}
		}
		character_event = {id = NRM.905 days = 365 random = 365}
	}

}


narrative_event = {
	id = NRM.1000
	title = NRM1000T
	desc = NRM1000
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_narrative_frame_war
	
	is_triggered_only = yes

	option = {
		name = NRM1000A
	}

}

character_event = {
	id = NRM.1004
	
	only_independent = yes
	
	hide_window = yes
	
	mean_time_to_happen = {
		months = 12
	}
	
	trigger = {
		NOT = {year = 1100}
		year = 1035
		mercenary = yes
		has_landed_title = d_norman_band
		war = no
		dynasty = 678
		any_demesne_title = {
			tier = COUNT
		}
	}
	
	immediate = {
		prestige = 250
		if = {
			limit = {
				NOT = {
					any_demesne_title = {
						tier = DUKE
						is_primary_type_title = no
					}
				}
			}
			if = {
				limit = {
					d_apulia = {
						has_holder = yes
					}
				}
				capital_scope = {
					create_title = {
						tier = DUKE
						landless = no
						temporary = no
						custom_created = yes
						culture = ROOT
						holder = ROOT
						base_title = THIS
					}
				}
			}
			
			if = {
				limit = {
					d_apulia = {
						has_holder = no
					}
				}
				d_apulia = {
					grant_title = ROOT
				}
			}
		}
		
		capital_scope = {
			ROOT = {
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					troops = {
						light_infantry = { 800 800 }
					}
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					troops = {
						light_infantry = { 450 450 }
					}
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					troops = {
						light_infantry = { 450 450 }
					}
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					troops = {
						light_cavalry = { 450 450 }
					}
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					troops = {
						light_cavalry = { 450 450 }
					}
				}
				spawn_unit = {
					province = PREV
					home = PREV
					owner = ROOT
					#leader = THIS
					troops = {
						light_cavalry = { 450 450 }
					}
				}
			}
		}
		
		d_norman_band = {
			destroy_landed_title = THIS
		}
		
		activate_title = { title = d_norman_band status = no }
		
		d_norman_band = {
			destroy_landed_title = THIS
		}
		any_realm_character = {
			limit = {
				is_female = no
				dynasty = ROOT
			}
			add_character_modifier = { name = mercenary_traditions duration = -1 }
		}
		primary_title = {
			succession_w_cooldown = seniority
		}
	}
}

character_event = { #Grant of Dukedom of Sicily
	id = NRM.1003
	
	only_independent = yes
	
	hide_window = yes
	
	mean_time_to_happen = {
		months = 12
		modifier = {
			factor = 0.5
			trait = zealous
		}
	}
	
	trigger = {
		religion_group = christian
		controls_religion = yes # Let it happen for the Pope - he's always around
		war = no
	}
	
	trigger = {
		NOT = {year = 1100}
		year = 1035
		d_sicily = {
			has_holder = no
		}
		any_independent_ruler = {
			dynasty = 678
			war = no
			any_demesne_title = {
				tier = COUNT
				kingdom = {
					title = k_sicily
				}
			}
		}
	}
	
	immediate = {
		any_independent_ruler = {
			limit = {
				dynasty = 678
				any_demesne_title = {
					tier = COUNT
					kingdom = {
						title = k_sicily
					}
				}
			}
			character_event = {id = NRM.1005}
			break = yes
		}
	}
}


character_event = { #Grant of Dukedom of Sicily
	id = NRM.1005
	desc = NRM1005
	picture = "GFX_evt_stone_church"
	border = "GFX_event_normal_frame_religion"

	is_triggered_only = yes

	option = {
		give_nickname = nick_the_great_count
		FROM = {
			d_sicily = {
				grant_title = ROOT
			}
		}
		name = NRM1005A
	}
}



character_event = { #Norman Conquest
	id = NRM.1001
	
	only_independent = yes
	
	hide_window = yes
	
	mean_time_to_happen = {
		months = 108
	}
	
	trigger = {
		NOT = {year = 1100}
		year = 1035
		mercenary = yes
		has_landed_title = d_norman_band
		dynasty = 678
		NOT = {has_character_flag = nrm}
		NOT = {
			num_of_titles = 2
		}
		any_independent_ruler = {
			higher_tier_than = DUKE
			NOT = {religion_group = christian}
			any_realm_title = {
				tier = COUNT
				kingdom = {
					title = k_sicily
				}
			}
		}
	}
	
	immediate = {
		set_defacto_liege = THIS
		set_character_flag = nrm
		any_playable_ruler = {
			limit = {ai = no}
			character_event = {
				id = NRM.1002
				days = 1
			}
		}
		
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			attrition = 0.0
			troops = {
				light_cavalry = { 801 801 }
				heavy_infantry = { 330 330 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			attrition = 0.0
			troops = {
				light_cavalry = { 830 830 }
				heavy_infantry = { 302 302 }
				pikemen = {408 408}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			attrition = 0.0
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {420 420}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			home = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			home = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}		
		spawn_unit = {
			province = 347
			owner = THIS
			#leader = THIS
			troops = {
				light_cavalry = { 800 800 }
				heavy_infantry = { 300 300 }
				pikemen = {400 400}
			}
			disband_on_peace = yes
			reinforces = yes
			reinforce_rate_multiplier = 1
		}
		spawn_fleet = {
			province = 347
			owner = THIS
			disband_on_peace = yes
			troops = {
				galleys = {100 100}
			}
		}
		spawn_fleet = {
			province = 347
			owner = THIS
			disband_on_peace = yes
			troops = {
				galleys = {100 100}
			}
		}
		spawn_fleet = {
			province = 347
			owner = THIS
			disband_on_peace = yes
			troops = {
				galleys = {100 100}
			}
		}
		any_independent_ruler = {
			limit = {
				higher_tier_than = DUKE
				NOT = {religion_group = christian}
				any_realm_title = {
					tier = COUNT
					kingdom = {
						title = k_sicily
					}
				}
			}
			ROOT = {
				prestige = 250
			}
			reverse_war = {
				target = ROOT
				casus_belli = tribal_invasion
				thirdparty_title = k_sicily
			}
			break = yes
		}
	}
}

narrative_event = {
	id = NRM.1002
	title = NRM1002T
	desc = NRM1002
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_narrative_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = NRM1002A
	}
}


character_event = {
	id = NRM.902
	
	is_triggered_only = yes
	
	hide_window = yes
	
	trigger = {
		NOT = {is_title_active = d_norman_band}
		is_ruler = no
		NOT = {trait = craven}
	}
	
	immediate = {
		religion_group = christian
		add_trait = mercenary_leader
		add_trait = adventurer
		activate_title = { title = d_norman_band status = yes }
		d_norman_band = {
			grant_title = PREV
		}
		if = {
			limit = {
				spouse = {
					is_ruler = no
				}
			}
			spouse = {
				move_character = ROOT
			}
		}
		if = {
			limit = {is_married = no}
			create_character = {
				random_traits = yes
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = yes
				age = 19
			}
			new_character = {
				add_spouse = ROOT
			}
		}
		
		any_playable_ruler = {
			limit = {ai = no}
			narrative_event = {id = NRM.1000 days = 1}
		}
	}

}



