﻿hi_imperial_reconquest_cb = {
	group = de_jure
	icon = hi_imperial_reconquest_cb_icon

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }

	allowed_for_character = {
		scope:attacker = {
			OR = {
				has_title = title:e_vlaanderen
				has_title = title:e_nikaea
			}
			OR = {
				faith.religion = faith:catholic.religion #Either Christian
				faith.religion = faith:hellenic_pagan.religion #Or Hellenic
			}
		}
	}
	
	allowed_against_character = {
		# scope:defender = {
		# 	OR = {
		# 		has_title = title:e_vlaanderen
		# 		has_title = title:e_nikaea
		# 	}
		# }
		NOR = {
			scope:defender = { target_is_liege_or_above = scope:attacker }
			scope:attacker = { target_is_liege_or_above = scope:defender }
		}
	}

	target_titles = neighbor_land_or_water
	target_title_tier = all
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder
	ai_only_against_neighbors = yes
	
	valid_to_start = {
		scope:target = {
			tier = tier_duchy
			any_in_de_jure_hierarchy = {
				tier = tier_county
				title_province = { geographical_region = special_vlaanderen_restore_byzantium_region }
			}
		}
	}

	cost = {}

	on_declaration = {
		on_declared_war = yes
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						OR = {
							this = scope:defender
							target_is_liege_or_above = scope:defender
						}
					}
				}
			}
		}
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = de_jure_cb_victory_desc_attacker
			}
			desc = de_jure_cb_victory_desc
		}
	}
	
	on_victory = {
		### release prisoners
		scope:attacker = { show_pow_release_message_effect = yes }

		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		### EP2 Accolade glory gain from winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }

		create_title_and_vassal_change = {
			type = conquest
			save_scope_as = change
			add_claim_on_loss = yes
		}
		
		every_in_list = {
			list = target_titles
			save_temporary_scope_as = target
		}
		
		setup_de_jure_cb = {
			attacker = scope:attacker
			defender = scope:defender
			change = scope:change
			title = scope:target
		}
		resolve_title_and_vassal_change = scope:change
		
		
		# truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = de_jure_cb_white_peace_desc_defender
			}
			desc = de_jure_cb_white_peace_desc
		}
		
	}
	
	on_white_peace = {
		### release prisoners
		scope:attacker = { show_pow_release_message_effect = yes }

		### EP2 accolade glory gain for doing pretty good against higher ranked enemy
		scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }

		every_in_list = {
			list = target_titles
			save_temporary_scope_as = target
		}
		
		setup_de_jure_cb = {
			attacker = scope:attacker
			defender = scope:defender
			victory = no
			title = scope:target
		}
		
		# Truce
		add_truce_white_peace_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = de_jure_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = de_jure_cb_defeat_desc_attacker
			}
			desc = de_jure_cb_defeat_desc
		}
		
	}
	
	on_defeat = {
		### release prisoners
		scope:attacker = { show_pow_release_message_effect = yes }

		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		### EP2 accolade glory gain for winning against higher ranked enemy
		scope:defender = { accolade_defender_war_end_glory_gain_med_effect = yes }
	
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 10
			}
		}
		
		every_in_list = {
			list = target_titles
			save_temporary_scope_as = target
		}
		
		setup_de_jure_cb = {
			attacker = scope:attacker
			defender = scope:defender
			victory = no
			title = scope:target
		}
	
		# Truce
		add_truce_attacker_defeat_effect = yes
		
		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes
	}

	ai_score = {
		value = 5000
	}

	ai_score_mult = {
		#value = viking_conquest_ai_score_value
	}
	
	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit
	
	transfer_behavior = transfer
	
	attacker_allies_inherit = yes
	defender_allies_inherit = yes
	
	war_name = "IMPERIAL_RECONQUEST_WAR_SPECIFIC_NAME"
	war_name_base = "IMPERIAL_RECONQUEST_WAR_SPECIFIC_NAME_BASE"
	cb_name = IMPERIAL_RECONQUEST_SPECIFIC_NAME
	interface_priority = 98 #Below take all and regular dejure.

	attacker_wargoal_percentage = 0.8
	
	max_ai_diplo_distance_to_title = 500
	
	on_invalidated_desc = msg_invalidate_war_title

}