﻿namespace = global_culture

# Automatically triggered culture shifts
#	0001 - 0009: Visigothic into Asturleonese, Occitan, Catalan, and Andalusian.
#	0011 - 0019: Norse into Danish, Swedish, and Norewgian
#	0021 - 0029: Converting Suebi into Portugese
#	0031 - 0039: Converting Anglo-Saxon into Scottish

# Character triggered culture shifts
#	3001 - 3009: Norse/French into Norman
#	3011 - 3012: Spread of Sicilian

#########################################################################################
# Splitting Visigothic into Asturleonese, Occitan, Catalan, Galician, and Andalusian.	#
# by Sean Hughes																		#
# global_culture.0001-0009																#
#########################################################################################

# Disabled per the axing of Visigothic: to reenable, remove the "always = no" on the trigger for this in yearly_on_actions.

global_culture.0001 = {
	scope = none
	hidden = yes
	orphan = yes
	
	immediate = {
		# Save scopes for player notification events.
		culture:visigothic = { save_scope_as = visigothic }
		culture:castilian = {
			# 'Diverge' this culture by copying innovations. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:visigothic

			# Save scope for player notification events.
			save_scope_as = castilian
		}
		culture:galician = {
			# 'Diverge' this culture by copying innovations. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:visigothic

			# Save scope for player notification events.
			save_scope_as = galician
		}
		culture:aragonese = {
			# 'Diverge' this culture by copying innovations. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:visigothic

			# Save scope for player notification events.
			save_scope_as = aragonese
		}
		culture:asturleonese = {
			# 'Diverge' this culture by copying innovations. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:visigothic

			# Save scope for player notification events.
			save_scope_as = asturleonese
		}
		culture:catalan = {
			# 'Hybridize' this culture by copying innovations. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:visigothic
			get_all_innovations_from = culture:occitan

			# Save scope for player notification events.
			save_scope_as = catalan
		}
		culture:andalusian = {
			# 'Hybridize' this culture by copying innovations. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:visigothic
			get_all_innovations_from = culture:bedouin

			# Save scope for player notification events.
			save_scope_as = andalusian
		}


		every_county = {
			limit = {
				# All visigothic countie in Iberia will convert to the appropraite culture.
				culture = culture:visigothic
				title_province = {	
					OR = {					
						geographical_region = world_europe_west_iberia
						geographical_region = custom_occitan
					}		
				}
			}
			add_to_list = visigothic_counties
		}

		# Convert the visigothic counties to the new culture.
		every_in_list = {
			list = visigothic_counties
			limit = {
				# Same-culture players get an event informing them of their county's conversion *before* it happens (for their provinces only).
				NOT = {
					holder = {
						OR = {
							AND = {
								is_ai = no
								culture = culture:visigothic
							}
							any_liege_or_above = {
								is_ai = no
								culture = culture:visigothic
							}
						}
					}
				}
			}

			# Muslim-ruled counties become Andalusian.
			if = {
				limit = {
					religion = religion:islam_religion
				}
				set_county_culture = culture:andalusian

				# If their holder is based in Hispania (and not, say, Arabia or Maghreb), they flip along with their counties (even if not Visigothic!).
				holder = {
					if = {
						limit = {
							religion = religion:islam_religion
							capital_province = {
								geographical_region = world_europe_west_iberia
							}
						}
						set_culture = culture:andalusian
					}
				}
			}
			else = { # Convert non-muslim counties/rulers to the appropriate culture.
				
				# All visigothic counties/rulers in Catalonia become Catalan
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:catalan
					REGION = custom_catalan
				}

				# Any visigothic counties/rulers in southern France become Occitan
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:occitan
					REGION = custom_occitan
				}

				# All visigothic counties/rulers in Asturia/Leon become Asturleonese
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:asturleonese
					REGION = custom_asturleonese
				}

				# All visigothic counties/rulers in Aragon become Aragonese
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:aragonese
					REGION = custom_aragonese
				}

				# All visigothic counties/rulers in Navarra become Basque
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:basque
					REGION = custom_navarra
				}

				# All visigothic counties/rulers in Galicia/Portugal become Galician
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:galician
					REGION = custom_portuguese
				}
				# The visigoths of Tangiers are no longer present in the first place (they left in 600!)

				# Finally, all remaining visigothic counties/rulers in Iberia become Castilian
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:visigothic
					NEW_CULTURE = culture:castilian
					REGION = world_europe_west_iberia
				}

			}
		}

		# Send the appropraite notification event to each player.
		every_player = {
			if = {
				limit = {
					culture = culture:visigothic
					any_sub_realm_county = {
						culture = culture:visigothic
						title_province = {
							OR = {
								geographical_region = world_europe_west_iberia
								geographical_region = custom_occitan
							}
						}
					}
				}
				if = {
					limit = {
						NOT = {
							any_liege_or_above = {
								is_ai = no
							}
						}
					}
					trigger_event = global_culture.0002
				}
			}
			else = {
				if = {
					limit = {
						is_ai = no
						save_temporary_scope_as = player
						any_in_list = {
							list = visigothic_counties
							holder = {
								is_within_diplo_range = { CHARACTER = scope:player }
							}
						}
					}
					trigger_event = global_culture.0005
				}
			}
		}
	}
}

# If a player is strong enough, they can resist the culture flip for their sub-realm only.
global_culture.0002 = {
	type = character_event
	title = global_culture.0002.t
	desc = global_culture.0002.desc
	theme = culture_change
	left_portrait = root

	immediate = {
		# Determine what the player's target culture is (based off of religion and capital region)
		if = {
			limit = {
				religion = religion:islam_religion
			}
			culture:andalusian = { save_scope_as = my_new_culture }
		}
		else_if = {
			limit = {
				capital_province = {
					geographical_region = custom_catalan
				}
			}
			culture:catalan = { save_scope_as = my_new_culture }
		}
		else_if = {
			limit = {
				capital_province = {
					geographical_region = custom_occitan
				}
			}
			culture:occitan = { save_scope_as = my_new_culture }
		}
		else_if = {
			limit = {
				capital_province = {
					geographical_region = custom_aragonese
				}
			}
			culture:aragonese = { save_scope_as = my_new_culture }
		}
		else_if = {
			limit = {
				capital_province = {
					geographical_region = custom_asturleonese
				}
			}
			culture:asturleonese = { save_scope_as = my_new_culture }
		}
		else_if = {
			limit = {
				capital_province = {
					geographical_region = custom_navarra
				}
			}
			culture:basque = { save_scope_as = my_new_culture }
		}
		else_if = {
			limit = {
				capital_province = {
					geographical_region = custom_portuguese
				}
			}
			culture:galician = { save_scope_as = my_new_culture }
		}
		else = {
			culture:castilian = { save_scope_as = my_new_culture }
		}

		culture = { save_scope_as = old_culture }
	}

	# Option 1 (Almost always the only option): Accept the culture conversion.
	option = {
		name = global_culture.0002.a
		convert_player_realm_from_old_culture_to_new_effect = {
			OLD_CULTURE = culture:visigothic
			NEW_CULTURE = scope:my_new_culture
		}
	}

	# Option 2: I am strong enough to keep our old culture intact!
	option = {
		name = global_culture.0002.b

		trigger = {
			custom_description = {
				text = controls_enough_culture_counties
				any_in_list = {
					list = visigothic_counties
					percent >= 0.8

					OR = {
						holder = root
						holder = {
							any_liege_or_above = {
								this = root
							}
						}
					}
				}
			}
		}

		show_as_unavailable = {
			custom_description = {
				text = controls_enough_culture_counties	
				any_in_list = {
					list = visigothic_counties
					percent < 0.8

					OR = {
						holder = root
						holder = {
							any_liege_or_above = {
								this = root
							}
						}
					}
				}
			}
		}

		custom_tooltip = global_culture.custom.keep_culture
	}
}

# As this is purely an informative event for players, it doesn't actually have any gameplay effects.
global_culture.0005 = {
	type = character_event
	title = global_culture.0005.t
	desc = global_culture.0005.desc
	theme = culture_change

	option = {
		name = global_culture.0005.a
	}
}


#########################################################################
# Splitting Norse into Danish, Swedish, and Norwegian					#
# by Sean Hughes														#
# global_culture.0011-0019												#
#########################################################################

global_culture.0011 = {
	scope = none
	hidden = yes
	
	immediate = {
		# Split the Norse culture into Swedish, Danish, and Norwegian
		#culture:norse = { save_scope_as = norse } # Save scope for player notification events.
		#culture:swedish = {
			# 'Diverge' this culture by copying innovations/traditions.
			#reset_culture_creation_date = yes
			#get_all_innovations_from = scope:norse
			#copy_all_traditions_from = scope:norse
			#if = {
			#	limit = { has_cultural_tradition = tradition_malleable_invaders }
			#	remove_culture_tradition = tradition_malleable_invaders
			#}

			# Save scope for player notification events.
			#save_scope_as = swedish 
		#}
		#culture:norwegian = {
			# 'Diverge' this culture by copying innovations/traditions.
			#reset_culture_creation_date = yes
			#get_all_innovations_from = scope:norse
			#copy_all_traditions_from = scope:norse
			#if = {
			#	limit = { has_cultural_tradition = tradition_malleable_invaders }
			#	remove_culture_tradition = tradition_malleable_invaders
			#}

			# Save scope for player notification events.
			#save_scope_as = norwegian
		#}
		#culture:danish = {
			# 'Diverge' this culture by copying innovations/traditions.
			#reset_culture_creation_date = yes
			#get_all_innovations_from = scope:norse
			#copy_all_traditions_from = scope:norse
			#if = {
			#	limit = { has_cultural_tradition = tradition_malleable_invaders }
			#	remove_culture_tradition = tradition_malleable_invaders
			#}

			# Save scope for player notification events.
			#save_scope_as = danish
		#}

		# Compile a list of all norse counties in Scandanavia to convert to the appropriate culture.
		#every_county = {
			#limit = {
				# All norse counties in Scandanavia will convert to the appropriate culture.
			#	culture = culture:norse
			#	title_province = {
			#		geographical_region = custom_fennoscandia
			#	}
			#}
			#add_to_list = norse_counties
		#}

		# Convert the norse counties to the new culture.
		#every_in_list = {
		#	list = norse_counties
		#	limit = {
		#		# Same-culture players get an event informing them of their county's conversion *before* it happens (for their provinces only).
		#		NOT = {
		#			holder = {
		#				OR = {
		#					AND = {
		#						is_ai = no
		#						culture = culture:norse
		#					}
		#					any_liege_or_above = {
		#						is_ai = no
		#						culture = culture:norse
		#					}
		#				}
		#			}
		#		}
		#	}
						
			# First, all Norse counties in Denmark become Danish
			#convert_county_and_holder_if_in_region_effect = {
			#	OLD_CULTURE = culture:norse
			#	NEW_CULTURE = culture:danish
			#	REGION = custom_danish
			#}

			# Second, any Norse counties in Norway become Norwegian
			#convert_county_and_holder_if_in_region_effect = {
			#	OLD_CULTURE = culture:norse
			#	NEW_CULTURE = culture:norwegian
			#	REGION = custom_norwegian
			#}

			# Finally, all remaining Norse counties become Swedish
			#convert_county_and_holder_if_in_region_effect = {
			#	OLD_CULTURE = culture:norse
			#	NEW_CULTURE = culture:swedish
			#	REGION = custom_fennoscandia
			#}
		#}

		# Send the appropriate notification event to each player.
		#every_player = {
		#	if = {
		#		limit = {
		#			culture = culture:norse
		#			capital_province = {
		#				geographical_region = custom_fennoscandia
		#			}
		#		}
		#		if = {
		#			limit = {
		##				NOT = {
		#					any_liege_or_above = {
		#						is_ai = no
		#					}
		#				}
		#			}
		#			trigger_event = global_culture.0012
		#		}
		#	}
		#	else_if = {		#Notify norse players who have adventured outside of Scandinavia
		#		limit = {
		#			culture = culture:norse
		#			is_ai = no
		#		}
		#		trigger_event = global_culture.0015
		#	}
		#	else = {
		#		if = {
		#			limit = {
		#				is_ai = no
		#				save_temporary_scope_as = player
		#				any_in_list = {
		#					list = norse_counties
		#					holder = {
		#						is_within_diplo_range = { CHARACTER = scope:player }
		#					}
		#				}
		#			}
		#			trigger_event = global_culture.0015
		#		}
		#	}
		#}
	}
}

# If a player is strong enough, they can resist the culture flip for their sub-realm only.
# global_culture.0012 = {
# 	type = character_event
# 	title = global_culture.0012.t
# 	desc = global_culture.0012.desc
# 	theme = culture_change
# 	left_portrait = root

# 	immediate = {
# 		# Determine what the player's target culture is (based off of religion and capital region)
# 		if = {
# 			limit = {
# 				capital_province = {
# 					geographical_region = custom_danish
# 				}
# 			}
# 			culture:danish = { save_scope_as = my_new_culture }
# 		}
# 		else_if = {
# 			limit = {
# 				capital_province = {
# 					geographical_region = custom_norwegian
# 				}
# 			}
# 			culture:norwegian = { save_scope_as = my_new_culture }
# 		}
# 		else_if = {
# 			limit = {
# 				capital_province = {
# 					geographical_region = custom_fennoscandia
# 				}
# 			}
# 			culture:swedish = { save_scope_as = my_new_culture }
# 		}

# 		culture = { save_scope_as = old_culture }
# 	}

# 	# Option 1 (Almost always the only option): Accept the culture conversion.
# 	option = {
# 		name = global_culture.0012.a
# 		if = {
# 			limit = {
# 				capital_province = {
# 					geographical_region = custom_fennoscandia
# 				}
# 			}
# 			convert_player_realm_from_old_culture_to_new_effect = {
# 				OLD_CULTURE = culture:norse
# 				NEW_CULTURE = scope:my_new_culture
# 			}
# 		}
# 		else_if = { # Some of my realm is in Scandinavia but I am not
# 			limit = {
# 				any_sub_realm_county = {
# 					culture = culture:norse
# 					title_province = {
# 						geographical_region = custom_fennoscandia
# 					}
# 				}
# 			}
# 			every_county_in_region = {
# 				region = custom_fennoscandia
# 				if = {
# 					limit = {
# 						title_province = { geographical_region = custom_danish }
# 						culture = culture:norse
# 					}
# 					set_county_culture = culture:danish
# 					if = {
# 						limit = {
# 							holder = { capital_county = prev }
# 						}
# 						holder = { set_culture = culture:danish }
# 					}
# 				}
# 				else_if = {
# 					limit = {
# 						title_province = { geographical_region = custom_norwegian }
# 						culture = culture:norse
# 					}
# 					set_county_culture = culture:norwegian
# 					if = {
# 						limit = {
# 							holder = { capital_county = prev }
# 						}
# 						holder = { set_culture = culture:norwegian }
# 					}
# 				}
# 				else_if = {
# 					limit = {
# 						culture = culture:norse
# 					}
# 					set_county_culture = culture:swedish
# 					if = {
# 						limit = {
# 							holder = { capital_county = prev }
# 						}
# 						holder = { set_culture = culture:swedish }
# 					}
# 				}
# 			}
# 		}
# 	}

# 	# Option 2: I am strong enough to keep our old culture intact!
# 	option = {
# 		name = global_culture.0012.b

# 		trigger = {
# 			custom_description = {
# 				text = controls_enough_culture_counties
# 				any_in_list = {
# 					list = norse_counties
# 					percent >= 0.8

# 					OR = {
# 						holder = root
# 						holder = {
# 							any_liege_or_above = {
# 								this = root
# 							}
# 						}
# 					}
# 				}
# 			}
# 		}

# 		show_as_unavailable = {
# 			custom_description = {
# 				text = controls_enough_culture_counties	
# 				any_in_list = {
# 					list = norse_counties
# 					percent < 0.8

# 					OR = {
# 						holder = root
# 						holder = {
# 							any_liege_or_above = {
# 								this = root
# 							}
# 						}
# 					}
# 				}
# 			}
# 		}

# 		custom_tooltip = global_culture.custom.keep_culture
# 	}
# }

# # As this is purely an informative event for players, it doesn't actually have any gameplay effects.
# global_culture.0015 = {
# 	type = character_event
# 	title = global_culture.0015.t
# 	desc = {
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = {
# 					culture = culture:norse
# 				}
# 				desc = global_culture.0015.desc_norse
# 			}
# 			desc = global_culture.0015.desc
# 		}
# 	}
# 	theme = culture_change

# 	option = {
# 		trigger = {
# 			NOT = { culture = culture:norse }
# 		}
# 		name = global_culture.0015.a
# 	}

# 	option = {
# 		trigger = {
# 			culture = culture:norse
# 		}
# 		name = global_culture.0015.b
# 	}
# }

#########################################################################
# Converting Anglo-Saxon into Scottish									#
# by Sean Hughes														#
# global_culture.0031-0039												#
#########################################################################

global_culture.0031 = {
	scope = none
	hidden = yes
	
	immediate = {
		# Save scopes for player notification events.
		culture:anglo_saxon = { save_scope_as = anglo_saxon }
		culture:scottish = {
			# 'Hybridize' this culture by copying innovations from parent cultures. Leave traditions as defined in the database.
			reset_culture_creation_date = yes
			get_all_innovations_from = culture:anglo_saxon
			get_all_innovations_from = culture:cumbrian

			# Save scope for player notification events.
			save_scope_as = scottish
		}

		# All Anglo-Saxon counties in Scotland will convert to Scots
		culture:anglo_saxon = {
			every_culture_county = {
				limit = {
					title_province = {
						geographical_region = custom_scotland
					}
				}
				add_to_list = anglo_saxon_counties
			}
		}

		# Convert the Anglo-Saxon counties to Scots
		every_in_list = {
			list = anglo_saxon_counties
			limit = {
				# Same-culture players get an event informing them of their county's conversion *before* it happens (for their provinces only).
				NOT = {
					holder = {
						OR = {
							AND = {
								is_ai = no
								culture = culture:anglo_saxon
								capital_province = { geographical_region = custom_scotland }
							}
							any_liege_or_above = {
								is_ai = no
								culture = culture:anglo_saxon
								capital_province = { geographical_region = custom_scotland }
							}
						}
					}
				}
			}
						
			# All Anglo-Saxon counties in Scotland become Scots
			convert_county_and_holder_if_in_region_effect = {
				OLD_CULTURE = culture:anglo_saxon
				NEW_CULTURE = culture:scottish
				REGION = custom_scotland
			}
		}

		# Send the appropraite notification event to each player.
		every_player = {
			if = {
				limit = {
					culture = culture:anglo_saxon
					capital_province = { geographical_region = custom_scotland }
					any_sub_realm_county = {
						culture = culture:anglo_saxon
						title_province = {
							geographical_region = custom_scotland
						}
					}
				}
				if = {
					limit = {
						NOT = {
							any_liege_or_above = {
								is_ai = no
							}
						}
					}
					trigger_event = global_culture.0032
				}
			}
			else = {
				if = {
					limit = {
						is_ai = no
						save_temporary_scope_as = player
						any_in_list = {
							list = anglo_saxon_counties
							holder = {
								is_within_diplo_range = { CHARACTER = scope:player }
							}
						}
					}
					trigger_event = global_culture.0035
				}
			}
		}
	}
}

# If a player is strong enough, they can resist the culture flip for their sub-realm only.
global_culture.0032 = {
	type = character_event
	title = global_culture.0032.t
	desc = global_culture.0032.desc
	theme = culture_change
	left_portrait = root

	immediate = {
		# All of anglo_saxon turns scottish, there is no 'splitting'.
		culture = { save_scope_as = old_culture }
		culture:scottish = { save_scope_as = my_new_culture }
	}

	# Option 1 (Almost always the only option): Accept the culture conversion.
	option = {
		name = global_culture.0032.a
		show_as_tooltip = {
			set_culture = culture:scottish
			every_in_list = {
				list = anglo_saxon_counties
				limit = {
					holder.top_liege = root.top_liege
				}
				set_county_culture = culture:scottish
			}
		}
		# Convert the Anglo-Saxon counties to Scots
		every_in_list = {
			list = anglo_saxon_counties
			limit = {
				holder.top_liege = root.top_liege
			}	
			# All Anglo-Saxon counties in Scotland become Scots
			hidden_effect = {
				convert_county_and_holder_if_in_region_effect = {
					OLD_CULTURE = culture:anglo_saxon
					NEW_CULTURE = culture:scottish
					REGION = custom_scotland
				}
			}
		}
	}

	# Option 2: I am strong enough to keep our old culture intact!
	option = {
		name = global_culture.0032.b

		trigger = {
			custom_description = {
				text = controls_enough_culture_counties
				any_in_list = {
					list = anglo_saxon_counties
					percent >= 0.8

					OR = {
						holder = root
						holder = {
							any_liege_or_above = {
								this = root
							}
						}
					}
				}
			}
		}

		show_as_unavailable = {
			custom_description = {
				text = controls_enough_culture_counties	
				any_in_list = {
					list = anglo_saxon_counties
					percent < 0.8

					OR = {
						holder = root
						holder = {
							any_liege_or_above = {
								this = root
							}
						}
					}
				}
			}
		}

		custom_tooltip = global_culture.custom.keep_culture
	}
}

# As this is purely an informative event for players, it doesn't actually have any gameplay effects.
global_culture.0035 = {
	type = character_event
	title = global_culture.0035.t
	desc = global_culture.0035.desc
	theme = culture_change

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = global_culture.0035.a
	}
}


#########################################################################
# Converting Norse/French into Norman									#
# by Sean Hughes & Bianca Savazzi										#
# global_culture.3001-3009												#
#########################################################################

global_culture.3002 = {
	type = character_event
	title = global_culture.3002.t
	desc = global_culture.3002.desc
	theme = culture_change
	left_portrait = scope:norman_founder

	immediate = {
		show_as_tooltip = {
			custom_tooltip = global_culture.custom.merge_culture
			culture:norman = {
				get_all_innovations_from = culture:french
			}
		}
	}

	option = {
		name = global_culture.3002.a
	}
}

global_culture.3003 = {
	type = character_event
	title = global_culture.3003.t
	desc = global_culture.3003.desc
	theme = culture_change
	left_portrait = scope:norman_founder

	immediate = {
		show_as_tooltip = {
			custom_tooltip = global_culture.custom.merge_culture
			culture:norman = {
				get_all_innovations_from = culture:french
			}
		}
	}

	option = {
		name = global_culture.3003.a
	}
}

global_culture.3005 = {
	type = character_event
	title = global_culture.3005.t
	desc = global_culture.3005.desc
	theme = culture_change
	left_portrait = scope:norman_founder

	immediate = {
		show_as_tooltip = {
			culture:norman = {
				get_all_innovations_from = culture:french
			}
		}
	}

	option = {
		name = global_culture.3005.a
	}
}


#########################################################################
# Converting Greek, Baranis, Lombard and Italian to Sicilian 			#
# by Petter Vilberg														#
# global_culture.3011-3012												#
#########################################################################
################################
# Sicilian Spreads in Southern Italy
# by Petter Vilberg
# Updated by Henrik Lohmander for 1.5
################################
scripted_trigger global_culture_3011_valid_for_sicilian_culture_trigger = {
	tier = tier_county
	exists = holder
	NOT = { exists = var:had_sicilian_county_conversion }
	title_province = {
		geographical_region = special_sicilian_culture_region
	}
	NOT = { culture = holder.culture }
	culture = {
		NOR = {
			this = culture:sicilian
			any_parent_culture_or_above = {
				this = culture:sicilian
			}
		}
		OR = {
			has_cultural_pillar = heritage_latin
			has_cultural_pillar = heritage_berber
			has_cultural_pillar = heritage_byzantine
			has_cultural_pillar = heritage_frankish
		}
	}
}

global_culture.3011 = {
	type = character_event
	title = global_culture.3011.t
	desc = global_culture.3011.desc
	theme = culture_change
	left_portrait = root
	
	trigger = {
		culture = {
			NOT = { this = culture:sicilian }
			OR = {
				has_cultural_pillar = heritage_latin
				has_cultural_pillar = heritage_berber
				has_cultural_pillar = heritage_byzantine
				has_cultural_pillar = heritage_frankish
			}
		}
		current_date >= 950.1.1 #No reason to check earlier
		any_held_title = {
			global_culture_3011_valid_for_sicilian_culture_trigger = yes
		}		
	}

	weight_multiplier = {
		base = 1
		modifier = {
			add = 2
			culture = culture:norman
		}
	}

	immediate = {
		random_held_title = {
			limit = {
				global_culture_3011_valid_for_sicilian_culture_trigger = yes
			}
			weight = { # Try to approximate organic spread
				base = 1
				modifier = {
					add = 4
					any_neighboring_county = {
						culture = culture:sicilian
					}
				}
			}
			save_scope_as = county_to_change
			culture = {
				save_scope_as = old_culture
			}
			set_variable = {
				name = had_sicilian_county_conversion
				value = yes
			}
		}
		culture:sicilian = {
			save_scope_as = sicilian # For loc
		}
		debug_log = "Converted a province to Sicilian from global_culture.3011"
	}

	option = {
		name = global_culture.3011.a
		scope:county_to_change = {
			set_county_culture = culture:sicilian
		}
	}
}


################################
# Organic Spread of Sicilian for Sicilian Rulers
# by Petter Vilberg
# Updated for 1.5 by Henrik Lohmander
################################
scripted_trigger global_culture_3012_valid_for_sicilian_culture_trigger = {
	tier = tier_county
	exists = holder
	title_province = {
		geographical_region = special_sicilian_culture_region
	}
	NOT = { exists = var:had_sicilian_county_conversion }
	NOT = { culture = holder.culture } # No conversion for counties who match their holder's culture
	culture = {
		NOR = {
			this = culture:sicilian
			any_parent_culture_or_above = {
				this = culture:sicilian
			}
		}
		OR = {
			has_cultural_pillar = heritage_latin
			has_cultural_pillar = heritage_berber
			has_cultural_pillar = heritage_byzantine
			has_cultural_pillar = heritage_frankish
		}
	}
	any_neighboring_county = {
		culture = culture:sicilian
	}
}

global_culture.3012 = {
	type = character_event
	title = global_culture.3011.t
	desc = global_culture.3011.desc
	theme = culture_change
	left_portrait = root
	
	trigger = {
		culture = culture:sicilian
		any_held_title = {
			global_culture_3012_valid_for_sicilian_culture_trigger = yes
		}
	}

	immediate = {
		random_held_title = {
			limit = { global_culture_3012_valid_for_sicilian_culture_trigger = yes }
			save_scope_as = county_to_change
			culture = {
				save_scope_as = old_culture
			}
			set_variable = {
				name = had_sicilian_county_conversion
				value = yes
			}
		}
		culture:sicilian = {
			save_scope_as = sicilian # For loc
		}
		debug_log = "Converted a province to Sicilian from global_culture.3012"
	}

	option = {
		name = global_culture.3012.a
		scope:county_to_change = {
			set_county_culture = culture:sicilian
		}
	}
}


#########################################################################
# Converting Silla, Balhae, Goguryeo, and Baekje to Goryeo 				#
# by Joe Parkin (based on Petter Vilburg)					 			#
# global_culture.4011-4012												#
#########################################################################
################################
# Goryeo Spreads in Korean peninsula
# by Joe Parkin (based on Petter Vilburg)
################################
scripted_trigger global_culture_4011_valid_for_goryeo_culture_trigger = {
	tier = tier_county
	exists = holder
	title_province = { geographical_region = world_asia_korea }
	NOT = { exists = var:had_goryeo_county_conversion }
	culture = {
		NOR = {
			this = culture:goryeo
			any_parent_culture_or_above = { this = culture:goryeo }
		}
		OR = {
			has_cultural_pillar = heritage_buyeo
			has_cultural_pillar = heritage_korean
		}
	}
}

global_culture.4011 = {
	type = character_event
	title = global_culture.4011.t
	desc = global_culture.4011.desc
	theme = culture_change

	left_portrait = {
		character = root
		animation = war_over_tie
	}
	
	trigger = {
		culture = {
			NOT = { this = culture:goryeo }
			OR = {
				has_cultural_pillar = heritage_buyeo
				has_cultural_pillar = heritage_korean
			}
		}
		any_held_county = { global_culture_4011_valid_for_goryeo_culture_trigger = yes }
		exists = global_var:flag_united_the_husamguk	
	}

	weight_multiplier = {
		base = 1
		modifier = {
			add = 2
			culture = culture:goguryeo
		}
	}

	immediate = {
		random_held_county = {
			limit = { global_culture_4011_valid_for_goryeo_culture_trigger = yes }
			weight = { # Try to approximate organic spread
				base = 1
				modifier = {
					add = 4
					any_neighboring_county = { culture = culture:goryeo }
				}
				modifier = {
					add = 4
					kingdom = holder.top_liege.capital_county.kingdom
				}
			}
			save_scope_as = county_to_change
			culture = { save_scope_as = old_culture }
			set_variable = {
				name = had_goryeo_county_conversion
				value = yes
			}
		}
		culture:goryeo = { save_scope_as = goryeo } # For loc
		debug_log = "Converted a province to Goryeo from global_culture.4011"
	}

	option = {
		name = global_culture.3011.a
		scope:county_to_change = { set_county_culture = culture:goryeo }
	}
}

################################
# Organic Spread of Goryeo for Korean Rulers
# by Joe Parkin (based on Petter Vilburg)
# Updated for 1.5 by Henrik Lohmander
################################
scripted_trigger global_culture_4012_valid_for_goryeo_culture_trigger = {
	tier = tier_county
	exists = holder
	title_province = { geographical_region = world_asia_korea }
	NOT = { exists = var:had_goryeo_county_conversion }
	culture = {
		NOR = {
			this = culture:goryeo
			any_parent_culture_or_above = { this = culture:goryeo }
		}
		OR = {
			has_cultural_pillar = heritage_buyeo
			has_cultural_pillar = heritage_korean
		}
	}
	any_neighboring_county = { culture = culture:goryeo }
}

global_culture.4012 = {
	type = character_event
	title = global_culture.4011.t
	desc = global_culture.4011.desc
	theme = culture_change

	left_portrait = {
		character = root
		animation = war_over_tie
	}
	
	trigger = {
		culture = culture:goryeo
		any_held_title = { global_culture_4012_valid_for_goryeo_culture_trigger = yes }
		exists = global_var:flag_united_the_husamguk
	}

	immediate = {
		random_held_title = {
			limit = { global_culture_4012_valid_for_goryeo_culture_trigger = yes }
			weight = { # Try to approximate organic spread
				base = 1
				modifier = {
					add = 4
					any_neighboring_county = { culture = culture:goryeo }
				}
				modifier = {
					add = 4
					kingdom = holder.top_liege.capital_county.kingdom
				}
			}
			save_scope_as = county_to_change
			culture = { save_scope_as = old_culture }
			set_variable = {
				name = had_goryeo_county_conversion
				value = yes
			}
		}
		culture:goryeo = { save_scope_as = goryeo } # For loc
		debug_log = "Converted a province to Goryeo from global_culture.4012"
	}

	option = {
		name = global_culture.3012.a
		scope:county_to_change = { set_county_culture = culture:goryeo }
	}
}
