namespace = SUC

character_event = { #triggers if a vassal is unhappy
	id = SUC.100
	picture = GFX_evt_rival_rulers
	border = GFX_event_narrative_frame_war
	only_independent = yes
	is_triggered_only = yes
	hide_window = yes
	trigger = {
		is_feudal = yes
		primary_title = {
			temporary = no
		}
		any_demesne_title = {
			higher_tier_than = DUKE
			temporary = no
			any_claimant = {
				age = 16
				NOT = {trait = incapable}
				prisoner = no
				NOT = {trait = content}
				NOT = {has_disease_trigger = yes}
				NOT = {is_primary_heir = ROOT}
				OR = {
					is_ruler = no
					liege = {
						character = ROOT
					}
					NOT = {same_realm = ROOT}
				}
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				NOT = {has_character_flag = finding_support}
			}
		}
		any_vassal = {
			higher_tier_than = BARON
			NOT = {
				opinion = {
					who = ROOT
					value = 0
				}
			}
		}
	}
	
	immediate = {
		random_demesne_title = {
			limit = {
				higher_tier_than = DUKE
				temporary = no
				any_claimant = {
					age = 16
					NOT = {trait = incapable}
					prisoner = no
					NOT = {trait = content}
					NOT = {has_disease_trigger = yes}
					NOT = {is_primary_heir = ROOT}
					OR = {
						is_ruler = no
						liege = {
							character = ROOT
						}
						NOT = {same_realm = ROOT}
					}
					OR = {
						is_feudal = yes
						is_tribal = yes
					}
					NOT = {has_character_flag = finding_support}
				}
			}
			any_claimant = {
				limit = {
					age = 16
					NOT = {trait = incapable}
					prisoner = no
					NOT = {trait = content}
					NOT = {has_disease_trigger = yes}
					NOT = {is_primary_heir = ROOT}
					OR = {
						is_ruler = no
						liege = {
							character = ROOT
						}
						NOT = {same_realm = ROOT}
					}
					OR = {
						is_feudal = yes
						is_tribal = yes
					}
					NOT = {has_character_flag = finding_support}
					
				}
				set_character_flag = finding_support
				reverse_opinion = {
					modifier = revolt_upon_death
					who = ROOT
					months = 1200
				}
				
				opinion = {
					modifier = revolt_target
					who = ROOT
					months = 1200
				}
					
				narrative_event = {
					id = SUC.1000 #Find Support for your claim
					days = 5
					random = 100
				}
				break = yes
			}
		}
	}
	
}

narrative_event = {
	id = SUC.1000
	title = SUC1000T
	desc = SUC1000
	picture = GFX_evt_rival_rulers
	border = GFX_event_narrative_frame_diplomacy
	
	is_triggered_only = yes

	option = {
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				opinion = {
					value = 30
					who = FROM
				}
			}
			modifier = {
				factor = 5
				trait = ambitious
			}
			modifier = {
				factor = 3
				trait = envious
			}
			modifier = {
				factor = 2
				trait = deceitful
			}
			modifier = {
				factor = 10
				has_opinion_modifier = {
					modifier = opinion_pretender
					who = FROM
				}
			}
		}
		
		hidden_tooltip = {
			character_event = {
				id = SUC.1010
				
				days = 30
				random = 30
				tooltip = SUC1010T1
			}
			
		
			character_event = {
				id = SUC.1020
				days = 70
				random = 30
			}
			
			if = {
				limit = {
					OR = {
						is_ruler = no
						same_realm = FROM
					}
				}
				#Gain Noble Support if unlanded
				character_event = {id = SUC.1030 days = 120 random = 30}
			}
			
			FROM = {character_event = {id = SUC.1040 days = 160 random = 30}}
		}
		name = SUC1000A
	}
	
	option = {
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				trait = kind
			}
			modifier = {
				factor = 1.5
				trait = patient
			}
			modifier = {
				factor = 2
				NOT = {
					has_opinion_modifier = {
						modifier = opinion_pretender
						who = FROM
					}
				}
			}
		}
		hidden_tooltip = {
			reverse_remove_opinion = {
				modifier = revolt_upon_death
				who = FROM
				months = 1200
			}
			remove_opinion = {
				modifier = revolt_target
				who = FROM
				months = 1200
			}
		}
		name = SUC1000B
	}
}

#Initial Reaction
character_event = {
	id = SUC.1010
	hide_window = yes
	is_triggered_only = yes
	
	capable_only = yes
	trigger = {
		prisoner = no
		any_opinion_modifier_target = {
			has_opinion_modifier = {
				modifier = revolt_upon_death
				who = ROOT
			}
		}
	}
	
	immediate = {
		#Find a supporter
		any_opinion_modifier_target = {
			limit = {
				has_opinion_modifier = {
					modifier = revolt_upon_death
					who = ROOT
				}
			}
			any_vassal = {
				limit = {
					higher_tier_than = BARON
					has_regent = no
					NOT = {character = ROOT}
				}
				character_event = {id = SUC.1011 days = 10 random = 10}
			}
		}
	}
}

character_event = {
	id = SUC.1011
	desc = SUC1011
	picture = GFX_evt_rival_rulers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				liege = {
					reverse_opinion = { who = ROOT value = 0}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion_diff = {
						first = LIEGE
						second = FROM
						value = -10
						as_if_liege = yes
					}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion_diff = {
						first = LIEGE
						second = FROM
						value = -20
						as_if_liege = yes
					}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion_diff = {
						first = LIEGE
						second = FROM
						value = -30
						as_if_liege = yes
					}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion_diff = {
						first = LIEGE
						second = FROM
						value = -40
						as_if_liege = yes
					}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion_diff = {
						first = LIEGE
						second = FROM
						value = -50
						as_if_liege = yes
					}
				}
			}
			modifier = {
				factor = 2
				NOT = {
					opinion_diff = {
						first = LIEGE
						second = FROM
						value = -60
						as_if_liege = yes
					}
				}
			}
			modifier = {
				factor = 0.5
				trait = content
			}
			modifier = {
				factor = 0.5
				trait = kind
			}
			modifier = {
				factor = 0.5
				trait = craven
			}
		}
		name = SUC1011A
		tooltip = {
			reverse_opinion = {
				modifier = claim_supporter
				who = FROM
				months = 1200
			}
		}
		FROM = {letter_event = {id = SUC.1012 days = 10 random = 10}}
	}
	
	option = {
		ai_chance = {
			factor = 75
			modifier = {
				factor = 2
				FROM = {
					NOT = {reverse_opinion = { who = ROOT value = -75}}
				}
			}
		}
		name = SUC1011B
		tooltip = {
			reverse_opinion = {
				modifier = no_claim_support
				who = FROM
				years = 10
			}
		}
		FROM = {letter_event = {id = SUC.1013 days = 10 random = 10}}
	}
}

letter_event = {
	id = SUC.1012
	desc = SUC1012
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		hidden_tooltip = {
			opinion = {
				modifier = claim_supporter
				who = FROM
				months = 1200
			}
		}
		name = SUC1012A
	}
}

letter_event = {
	id = SUC.1013
	desc = SUC1013
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		hidden_tooltip = {
			opinion = {
				modifier = no_claim_support
				who = FROM
				years = 10
			}
		}
		name = SUC1013A
	}
}


#Initial Reaction
character_event = {
	id = SUC.1020
	title = SUC1000T
	desc = SUC1020
	picture = GFX_evt_rival_rulers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	
	trigger = {
		any_opinion_modifier_target = {
			has_opinion_modifier = {
				modifier = revolt_upon_death
				who = ROOT
			}
			any_vassal = {
				higher_tier_than = BARON
				NOT = {character = ROOT}
				NOT = {
					reverse_has_opinion_modifier = {
						modifier = claim_supporter
						who = ROOT
					}
				}
			}
		}
	}
	
	immediate = {
		#Find a supporter
		any_opinion_modifier_target = {
			limit = {
				has_opinion_modifier = {
					modifier = revolt_upon_death
					who = ROOT
				}
				any_vassal = {
					higher_tier_than = BARON
					NOT = {character = ROOT}
					NOT = {
						reverse_has_opinion_modifier = {
							modifier = claim_supporter
							who = ROOT
						}
					}
				}
			}
			random_vassal = {
				limit = {
					higher_tier_than = BARON
					NOT = {character = ROOT}
					NOT = {
						reverse_has_opinion_modifier = {
							modifier = claim_supporter
							who = ROOT
						}
					}
				}
				save_event_target_as = bribe_this
			}
		}
	}
	option = {
		trigger = {
			wealth = 150
		}
		tooltip = {
			wealth = -150
			event_target:bribe_this = {
				wealth = 150
			}
		}
		event_target:bribe_this = {
			character_event = {
				id = SUC.1021
				days = 2
				random = 3
				tooltip = SUC1021T1
			}
		}
		name = SUC1020A
	}
	
	option = {
		trigger = {
			NOT = {wealth = 150}
		}
		tooltip = {
			add_character_modifier = {
				name = borrowed_from_merchants
				duration = 3650
			}
			event_target:bribe_this = {
				wealth = 150
			}
		}
		event_target:bribe_this = {
			character_event = {
				id = SUC.1021
				days = 2
				random = 3
				tooltip = SUC1021T1
			}
		}
		name = SUC1020B
	}
	option = {
		piety = 25
		name = SUC1020C
	}
}


character_event = {
	id = SUC.1021
	desc = SUC1021
	picture = GFX_evt_rival_rulers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	option = {
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.1
				trait = content
			}
			modifier = {
				factor = 0.1
				trait = kind
			}
			modifier = {
				factor = 0
				liege = {
					reverse_opinion = { who = ROOT value = 0}
				}
			}
		}
		wealth = 150
		tooltip = {
			reverse_opinion = {
				modifier = claim_supporter
				who = FROM
				months = 1200
			}
		}
		hidden_tooltip = {
			
			FROM = {
				if = {
					limit = {
						NOT = {wealth = 150}
					}
					add_character_modifier = {
						name = borrowed_from_merchants
						duration = 3650
					}
				}
				if = {
					limit = {
						wealth = 150
					}
					wealth = -150
				}
				letter_event = {
					id = SUC.1012
					days = 2
					random = 3
				}
			}
		}
		name = SUC1021A
	}
	option = {
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.1
				trait = greedy
			}
		}
		tooltip = {
			reverse_opinion = {
				modifier = no_claim_support
				who = FROM
				years = 10
			}
		}
		hidden_tooltip = {
			FROM = {
				letter_event = {
					id = SUC.1013
					days = 2
					random = 3
				}
			}
		}
		piety = 25
		name = SUC1021B
	}
}


character_event = {
	id = SUC.1030
	title = SUC1000T
	desc = SUC1030
	picture = GFX_evt_rival_rulers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes

	option = { #Diplomacy
		ai_chance = {
			factor = 25
			modifier = {
				factor = 3
				trait = gregarious
			}
			modifier = {
				factor = 0.5
				trait = shy
			}
			modifier = {
				factor = 3
				diplomacy = 12
			}
		}
		tooltip_info = diplomacy
		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					diplomacy = 21
				}
				modifier = {
					factor = 1.5
					diplomacy = 18
				}
				modifier = {
					factor = 1.5
					diplomacy = 15
				}
				modifier = {
					factor = 1.5
					diplomacy = 12
				}
				set_character_flag = high_support
			}
			60 = {
				set_character_flag = mid_support
			}
			20 = {
				modifier = {
					factor = 1.5
					NOT = {diplomacy = 9}
				}
				modifier = {
					factor = 1.5
					NOT = {diplomacy = 6}
				}
				modifier = {
					factor = 1.5
					NOT = {diplomacy = 3}
				}
				set_character_flag = low_support
			}
		}
		name = SUC1030A
		
	}
	
	option = { #Bribe
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0.1
				trait = greedy
			}
			modifier = {
				factor = 1.5
				trait = deceitful
			}
			modifier = {
				factor = 3
				stewardship = 12
			}
		}
		tooltip_info = stewardship
		trigger = {
			OR = {
				wealth = 150
				NOT = {has_character_modifier = borrowed_from_merchants}
			}
		}
		if = {
			limit = {
				NOT = {wealth = 150}
			}
			add_character_modifier = {
				name = borrowed_from_merchants
				duration = 3650
			}
		}
		if = {
			limit = {
				wealth = 150
			}
			wealth = -150
		}
		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					stewardship = 21
				}
				modifier = {
					factor = 1.5
					stewardship = 18
				}
				modifier = {
					factor = 1.5
					stewardship = 15
				}
				modifier = {
					factor = 1.5
					stewardship = 12
				}
				set_character_flag = high_support
			}
			60 = {
				set_character_flag = mid_support
			}
			20 = {
				modifier = {
					factor = 1.5
					NOT = {stewardship = 9}
				}
				modifier = {
					factor = 1.5
					NOT = {stewardship = 6}
				}
				modifier = {
					factor = 1.5
					NOT = {stewardship = 3}
				}
				set_character_flag = low_support
			}
		}
		name = SUC1030B
	}
	
	option = { #Blackmail
		trigger = {
			NOT = {trait = kind}
			NOT = {trait = honest}
		}
		ai_chance = {
			factor = 25
			modifier = {
				factor = 1.5
				trait = deceitful
			}
			modifier = {
				factor = 1.5
				trait = cruel
			}
			modifier = {
				factor = 3
				intrigue = 12
			}
		}
		tooltip_info = intrigue
		prestige = -250
		piety = -250
		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					intrigue = 21
				}
				modifier = {
					factor = 1.5
					intrigue = 18
				}
				modifier = {
					factor = 1.5
					intrigue = 15
				}
				modifier = {
					factor = 1.5
					intrigue = 12
				}
				set_character_flag = high_support
			}
			60 = {
				set_character_flag = mid_support
			}
			20 = {
				modifier = {
					factor = 1.5
					NOT = {intrigue = 9}
				}
				modifier = {
					factor = 1.5
					NOT = {intrigue = 6}
				}
				modifier = {
					factor = 1.5
					NOT = {intrigue = 3}
				}
				set_character_flag = low_support
			}
		}
		name = SUC1030C
	}
	option = { #Appeal to zealots
		ai_chance = {
			factor = 25
			modifier = {
				factor = 3
				trait = deceitful
			}
			modifier = {
				factor = 0.5
				trait = cynical
			}
			modifier = {
				factor = 2
				trait = zealous
			}
			modifier = {
				factor = 3
				learning = 12
			}
		}
		tooltip_info = learning
		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					learning = 21
				}
				modifier = {
					factor = 1.5
					learning = 18
				}
				modifier = {
					factor = 1.5
					learning = 15
				}
				modifier = {
					factor = 1.5
					learning = 12
				}
				set_character_flag = high_support
			}
			60 = {
				set_character_flag = mid_support
			}
			20 = {
				modifier = {
					factor = 1.5
					NOT = {learning = 9}
				}
				modifier = {
					factor = 1.5
					NOT = {learning = 6}
				}
				modifier = {
					factor = 1.5
					NOT = {learning = 3}
				}
				set_character_flag = low_support
			}
		}
		name = SUC1030D
	}
}


character_event = {
	id = SUC.1040
	hide_window = yes
	only_independent = yes
	is_triggered_only = yes
	immediate = {#Choose the most powerful
		if = {
			limit = {
				primary_title = {
					temporary = yes
				}
			}
			character_event = {id = SUC.1040 days = 60}
			break = yes
		}
		random_demesne_title = {
			limit = {
				higher_tier_than = DUKE
				temporary = no
				ROOT = {
					any_opinion_modifier_target = {
						reverse_has_opinion_modifier = {
							modifier = revolt_upon_death
							who = ROOT
						}
						NOT = {is_primary_heir = ROOT}
						has_character_flag = finding_support
						prisoner = no
						NOT = {trait = incapable}
						has_claim = PREVPREV
						OR = {
							war = no
							AND = {
								ai = no
								NOT = {war_with = ROOT}
							}
						}
					}
				}
			}
			ROOT = {
				random_opinion_modifier_target = {
					limit = {
						reverse_has_opinion_modifier = {
							modifier = revolt_upon_death
							who = ROOT
						}
						NOT = {is_primary_heir = ROOT}
						has_character_flag = finding_support
						prisoner = no
						NOT = {trait = incapable}
						has_claim = PREV
						OR = {
							war = no
							AND = {
								ai = no
								NOT = {war_with = ROOT}
							}
						}
					}
					character_event = {id = SUC.1050}
				}
			}
		}

	}
}


character_event = {
	id = SUC.1050
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		prisoner = no
		
	}
	immediate = {
		diplomatic_immunity = yes
		character_event = {
			id = SUC.1051
			days = 1
		}
		character_event = {
			id = SUC.1052
			days = 30
		}
	}
}

character_event = {
	id = SUC.1052
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		diplomatic_immunity = no
	}
}



# Cut the Empire into Kingdoms/Empires for the strong dynasty members
# Cut into two empires/kingdoms
# Take the claim
character_event = {
	id = SUC.1051
	title = SUC1000T
	desc = SUC1051
	picture = GFX_evt_rival_rulers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	option = { #Claim
		random_opinion_modifier_target = {
			limit = {
				has_opinion_modifier = {
					modifier = revolt_upon_death
					who = ROOT
				}
			}
			character_event = {id = SUC.1053}
		}
		name = SUC1051A
	}
	
	option = { #Delay
		trigger = {
			always = no
		}
		hidden_tooltip = {
			character_event = {id = SUC.1051 days = 120}
		}
		name = SUC1051B
	}
	
	option = { #Give up
		trigger = {
			always = no
		}
		random_opinion_modifier_target = {
			limit = {
				has_opinion_modifier = {
					modifier = revolt_upon_death
					who = ROOT
				}
			}
			remove_opinion = {
				modifier = revolt_upon_death
				who = ROOT
			}
			reverse_remove_opinion = {
				modifier = revolt_target
				who = ROOT
			}
		}
		name = SUC1051C
	}
}


character_event = {
	id = SUC.1053
	desc = SUC1053
	picture = GFX_evt_rival_rulers
	border = GFX_event_normal_frame_diplomacy
	is_triggered_only = yes
	
	option = {
		FROM = {
			hidden_tooltip = {
				
				if = {
					limit = {
						is_ruler = no
					}
					location = {
						save_event_target_as = courtier_location
					}
					create_title = {
						tier = DUKE
						landless = yes
						temporary = yes
						culture = ROOT
						name = "PEASANT_REVOLT"
						holder = THIS
					}
				}
			
			
				if = {
					limit = {
						has_character_flag = high_support
					}
					spawn_unit = {
						province = event_target:courtier_location
						home = event_target:courtier_location
						owner = THIS
						#leader = THIS
						scaled_by_biggest_garrison = 1.5
						troops = {
							archers = { 90 90 }
							light_infantry = { 270 270 }
						}
						attrition = 1.0
					}
					spawn_unit = {
						province = event_target:courtier_location
						home = event_target:courtier_location
						owner = THIS
						#leader = THIS
						scaled_by_biggest_garrison = 1.5
						troops = {
							archers = { 90 90 }
							light_infantry = { 270 270 }
						}
						attrition = 1.0
					}
					spawn_unit = {
						province = event_target:courtier_location
						home = event_target:courtier_location
						owner = THIS
						#leader = THIS
						scaled_by_biggest_garrison = 1.5
						troops = {
							archers = { 90 90 }
							light_infantry = { 270 270 }
						}
						attrition = 1.0
					}
				}
				if = {
					limit = {
						has_character_flag = mid_support
					}
					
					spawn_unit = {
						province = event_target:courtier_location
						home = event_target:courtier_location
						owner = THIS
						#leader = THIS
						scaled_by_biggest_garrison = 1
						troops = {
							archers = { 6 6 }
							light_infantry = { 10 10 }
						}
						attrition = 1.0
					}
					spawn_unit = {
						province = event_target:courtier_location
						home = event_target:courtier_location
						owner = THIS
						#leader = THIS
						scaled_by_biggest_garrison = 1
						troops = {
							archers = { 6 6 }
							light_infantry = { 10 10 }
						}
						attrition = 1.0
					}
					spawn_unit = {
						province = event_target:courtier_location
						home = event_target:courtier_location
						owner = THIS
						#leader = THIS
						scaled_by_biggest_garrison = 1
						troops = {
							archers = { 6 6 }
							light_infantry = { 10 10 }
						}
						attrition = 1.0
					}
				}
				if = {
				limit = {
					has_character_flag = low_support
				}
				spawn_unit = {
					province = event_target:courtier_location
					home = event_target:courtier_location
					owner = THIS
					#leader = THIS
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_infantry = { 10 10 }
					}
					attrition = 1.0
				}
				spawn_unit = {
					province = event_target:courtier_location
					home = event_target:courtier_location
					owner = THIS
					#leader = THIS
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_infantry = { 10 10 }
					}
					attrition = 1.0
				}
				spawn_unit = {
					province = event_target:courtier_location
					home = event_target:courtier_location
					owner = THIS
					#leader = THIS
					scaled_by_biggest_garrison = 0.5
					troops = {
						archers = { 6 6 }
						light_infantry = { 10 10 }
					}
					attrition = 1.0
				}
			}
			}
		}
		FROM = {
			set_character_flag = using_claim_all
			war = {
				target = ROOT
				casus_belli = claim_all_succession
			}
			clr_character_flag = using_claim_all
			clr_character_flag = claim_supporter
		}
		any_vassal = {
			limit = {
				reverse_has_opinion_modifier = {
					modifier = claim_supporter
					who = FROM
				}
				diplomatic_immunity = no
			}
			set_defacto_liege = THIS
			set_character_flag = claim_supporter
			primary_title = {add_law = pledge_off}
			join_attacker_wars = FROM
		}
		
		
		name = SUC1053A
		hidden_tooltip = {
			FROM = {
				diplomatic_immunity = no
			}
		}
	}
	
	option = {
		trigger = {
			ai = no
		}
		name = SUC1053B
		
		any_demesne_title = {
			limit = {
				any_claimant = {
					character = FROM
				}
			}
			usurp_title = FROM
		}
		
		if = {
			limit = {
				FROM = {NOT = {num_of_count_titles = 1}}
			}
			random_demesne_title = {
				limit = {
					OR = {
						tier = COUNT
						AND  = {
							ROOT = {NOT = {num_of_count_titles = 1}}
							tier = BARON
						}
					}
				}
				usurp_title = FROM
			}
		}
		
		hidden_tooltip = {
			FROM = {
				diplomatic_immunity = no
			}
		}
	}
}


character_event = {
	id = SUC.1060
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	trigger = {
		war = yes
		has_character_flag = claim_supporter
	}
	immediate = {
		current_heir = {
			set_character_flag = claim_supporter
		}
	}
}


character_event = {
	id = SUC.1070
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	trigger = {
		higher_tier_than = BARON
		OR = {
			is_feudal = yes
			is_tribal = yes
		}
		mercenary = no
		holy_order = no
	}
	immediate = {
		any_demesne_title = {
			limit = {
				ROOT = {real_tier = PREV}
			}
			ROOT = {
				any_sibling = {
					limit = {
						NOT = {has_claim = PREVPREV}
					}
					add_weak_claim = PREVPREV
				}
			}
		}
	}
}

character_event = {
	id = SUC.1080
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	trigger = {
		NOT = {trait = bastard}
		OR = {
			father = {
				higher_tier_than = BARON
				is_alive = yes
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
			}
			mother = {
				higher_tier_than = BARON
				is_alive = yes
				OR = {
					is_feudal = yes
					is_tribal = yes
				}
				mercenary = no
				holy_order = no
			}
		}
	}
	immediate = {
		father = {
			if = {
				limit = {is_alive = yes}
				any_demesne_title = {
					limit = {
						tier = PREV
						temporary = no
					}
					ROOT = {
						if = {
							limit = {
								NOT = {has_claim = PREV}
							}
							add_pressed_claim = PREV
						}
					}
				}
			}
		}
		mother = {
			if = {
				limit = {is_alive = yes}
				any_demesne_title = {
					limit = {
						tier = PREV
						temporary = no
					}
					ROOT = {
						if = {
							limit = {
								NOT = {has_claim = PREV}
							}
							add_pressed_claim = PREV
						}
					}
				}
			}
		}
	}
}

character_event = {
	id = SUC.1090
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	
	trigger = {
		NOT = {has_global_flag = early_claim}
	}
	immediate = {
		set_global_flag = early_claim
		any_character = {
			limit = {
				NOT = {trait = bastard}
				NOT = {trait = legit_bastard}
				OR = {
					father = {
						higher_tier_than = BARON
						is_alive = yes
						OR = {
							is_feudal = yes
							is_tribal = yes
						}
						mercenary = no
						holy_order = no
					}
					mother = {
						higher_tier_than = BARON
						is_alive = yes
						OR = {
							is_feudal = yes
							is_tribal = yes
						}
						mercenary = no
						holy_order = no
					}
				}
			}
			save_event_target_as = temp_character
			father = {
				if = {
					limit = {is_alive = yes}
					any_demesne_title = {
						limit = {
							tier = PREV
							temporary = no
						}
						event_target:temp_character = {
							if = {
								limit = {
									is_female = yes
									NOT = {has_claim = PREV}
								}
								add_weak_pressed_claim = PREV
							}
							if = {
								limit = {
									is_female = no
									NOT = {has_claim = PREV}
								}
								add_pressed_claim = PREV
							}
						}
					}
				}
			}
			mother = {
				if = {
					limit = {is_alive = yes}
					any_demesne_title = {
						limit = {
							tier = PREV
							temporary = no
						}
						event_target:temp_character = {
							if = {
								limit = {
									is_female = yes
									NOT = {has_claim = PREV}
								}
								add_weak_pressed_claim = PREV
							}
							if = {
								limit = {
									is_female = no
									NOT = {has_claim = PREV}
								}
								add_pressed_claim = PREV
							}
						}
					}
				}
			}
			
		}
		clear_event_target = temp_character
	}
}


#Calculate Ruling Power
character_event = {
	id = SUC.1100
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	
	trigger = {
		higher_tier_than = COUNT
		in_revolt = no
		any_vassal = {
			higher_tier_than = BARON
			in_faction_other = yes
		}
	}
	immediate = {
		clr_character_flag = low_rule
		clr_character_flag = mid_rule
		set_variable = { which = power_struggle value = 0 }
		any_vassal = {
			limit = {
				in_faction_other = yes
			}
			liege = {
				if = {
					limit = {
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 0.5
							}
						}
					}
					
					change_variable = { which = power_struggle value = 200 }
					set_character_flag = fin_power

				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 1
							}
						}
					}
					change_variable = { which = power_struggle value = 100 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 1.25
							}
						}
					}
					change_variable = { which = power_struggle value = 80 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 1.4
							}
						}
					}
					change_variable = { which = power_struggle value = 70 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 1.7
							}
						}
						}
					}
					change_variable = { which = power_struggle value = 60 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 2
							}
						}
						}
					}
					change_variable = { which = power_struggle value = 50 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 2.5
							}
						}
					}
					change_variable = { which = power_struggle value = 40 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 3.3
							}
						}
					}
					change_variable = { which = power_struggle value = 30 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 5
							}
						}
					}
					change_variable = { which = power_struggle value = 20 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 10
							}
						}
					}
					change_variable = { which = power_struggle value = 10 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 20
							}
						}
					}
					change_variable = { which = power_struggle value = 5 }
					set_character_flag = fin_power
				}
				if = {
					limit = {
						NOT = {has_character_flag = fin_power}
						NOT = {
							relative_power_including_allies_defender = {
								who = PREV
								power = 50
							}
						}
					}
					change_variable = { which = power_struggle value = 2 }
					set_character_flag = fin_power
				}
				clr_character_flag = fin_power
			}
		}

		if = {
			limit = {
				OR = {
					AND = {
						realm_size = 200
						check_variable = {which = power_struggle value = 250}
					}
					AND = {
						NOT = {realm_size = 200}
						check_variable = {which = power_struggle value = 200}
					}
				}
			}
			
			set_character_flag = low_rule
		}
		if = {
			limit = {
				OR = {
					AND = {
						realm_size = 200
						check_variable = {which = power_struggle value = 180}
					}
					AND = {
						NOT = {realm_size = 200}
						check_variable = {which = power_struggle value = 150}
					}
				}
			}
			
			set_character_flag = mid_rule
		}
	}
}


#Calculate Ruling Power
character_event = {
	id = SUC.1101
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	
	trigger = {
		higher_tier_than = COUNT
		in_revolt = no
		any_vassal = {
			in_revolt = no
		}
	}
	immediate = {
		clr_character_flag = low_rule
		clr_character_flag = mid_rule
	}
}


character_event = {
	id = SUC.5001
	hide_window = yes
	is_triggered_only = yes
	only_rulers = yes
	trigger = {
		religion_group = muslim
		primary_title = {
			OR = {
				has_law = central_administration
				has_law = ze_administration_laws_central
			}
		}
	}
	immediate = {
		current_heir = {
			save_event_target_as = current_heir_loot
		}
		any_vassal = {
			limit = {
				is_councillor = yes
				higher_tier_than = BARON
			}
			ROOT = {
				if = {
					limit = {scaled_wealth = 1}
					
					transfer_scaled_wealth = {
						from = event_target:current_heir_loot
						to = PREV
						value = 1
					}
					
					#scaled_wealth = -1
				}
			}
		}
		any_vassal = {
			limit = {
				NOT = {
					is_councillor = yes
				}
				higher_tier_than = BARON
			}
			ROOT = {
				if = {
					limit = {scaled_wealth = 1}
					
					transfer_scaled_wealth = {
						from = event_target:current_heir_loot
						to = PREV
						value = 1
					}
					
					#scaled_wealth = -1
				}
			}
		}
		clear_event_target = current_heir_loot
	}
}
