﻿task_realm_espionage = {
	position = councillor_spymaster
	task_type = task_type_county
	county_target = all
	task_progress = task_progress_percentage
	highlight_own_realm = yes
	restart_on_finish = yes

	asset = {
		icon = "gfx/interface/icons/council_task_types/task_realm_espionage.dds"
		background = "gfx/interface/buttons/button_round_bg.dds"
		frame = "gfx/interface/buttons/button_round_frame.dds"
		glow = "gfx/particles/halo.dds"
	}

	effect_desc = {
		desc = task_realm_espionage_effect_desc
		desc = {
			desc = council_task_possible_side_effects
			triggered_desc = {
				trigger = {
					intrigue < high_skill_rating
				}
				desc = task_realm_espionage_upset_target
			}

			triggered_desc = {
				trigger = {
					intrigue >= high_skill_rating
				}
				desc = task_realm_espionage_liege_target
			}
		}
	}
	
	progress = {
		value = 0
		add = {
			value = spymaster_realm_espionage_base
			desc = SPYMASTER_PROGRESS_BASE
		}
		add = {
			value = scope:councillor.spymaster_realm_espionage_monthly_increase_base
			desc = SCALED_COUNCILLOR_INTRIGUE_VALUE
		}

		### Bonus if target is neighbor
		if = {
			limit = {
				exists = scope:county
				NOT = {
					scope:county = {
						is_neighbor_to_realm = scope:councillor_liege
					}
				}
			}
			multiply = {
				value = scope:councillor.spymaster_realm_espionage_not_adjacent_penalty
				desc = "SPYMASTER_REALM_ESPIONAGE_NOT_ADJACENT"
			}
		}
	}

	potential_county = {
		scope:county.holder.top_liege = {
			in_diplomatic_range = scope:councillor_liege
		}
		scope:county = {
			is_landless_type_title = no
			NOR = {
				holder = scope:councillor_liege
			}
		}
	}

	on_finish_task_county = {
		scope:county = {
			holder = {
				save_scope_as = county_holder
			}
		}
		scope:councillor_liege = {
			trigger_event = {
				on_action = task_realm_espionage_success_effect
			}
		}
	}

	monthly_on_action = task_realm_espionage_side_effects

} 
