﻿# invader appears, before story
spawn_said_invader_effect = {
	random_county_in_region = {
		region = special_$INVADER_DYNN$_conquest_region_start
		title_province = { save_scope_as = invader_spawn_location }
	}

	# father, hist-ID
	if = {
		limit = { exists = character:74039 }
		character:74039 = { save_scope_as = bahram_jannabid } # id 6914, hist-id 74039
	}
	else = {
		create_character = {
			template = bahram_jannabid_character_template
			location = scope:invader_spawn_location
			save_scope_as = bahram_jannabid
		}
		scope:bahram_jannabid = {
			dynasty = {
				set_dynasty_name = hi_dynn_jannabid
				set_coa = title:k_jannabid
			}
			house = {
				set_house_name = hi_dynn_jannabid
			}
		}
		create_character = {
			template = aarif_jannabid_character_template
			dynasty = inherit
			father = scope:bahram_jannabid
			location = scope:invader_spawn_location
		}
	}
	# INVADER
	create_character = {
		template = said_jannabid_character_template
		dynasty = inherit
		father = scope:bahram_jannabid
		location = scope:invader_spawn_location
		save_scope_as = invader
	}
	scope:invader = {
		add_gold = 500
		add_prestige = 1250
		add_piety = 800

		dynasty = {
			add_dynasty_prestige_level = 0
			add_dynasty_prestige = 500

			$INVADER_DYNN$_add_dynasty_perks_effect = yes
		}

		# rivals
		if = {
			limit = { exists = title:d_sunni.holder }
			set_relation_rival = {
				target = title:d_sunni.holder
				reason = rival_defied_caliph_authority_reason
			}
		}
		if = {
			limit = { exists = title:d_shiite.holder }
			set_relation_rival = {
				target = title:d_shiite.holder
				reason = rival_defied_caliph_authority_reason
			}
		}
		if = {
			limit = { exists = title:d_masmudi.holder }
			set_relation_rival = {
				target = title:d_masmudi.holder
				reason = rival_defied_caliph_authority_reason
			}
		}
	}

	# sect leader
	create_character = {
		template = hamadan_qarmat_character_template
		location = title:c_hama.title_province # b_salamiya
		save_scope_as = hamadan_qarmat
	}
	scope:hamadan_qarmat = {
		dynasty = {
			set_dynasty_name = hi_dynn_qarmat
			generate_coa = yes
		}
		house = {
			set_house_name = hi_dynn_qarmat
		}
	}
	title:c_hama = { set_county_faith = faith:qarmatian }

	every_player = {
		trigger_event = $INVADER_DYNN$_invasion.1001 # Notification: Start of invasion
	}
}

jannabid_add_dynasty_perks_effect = {}

jannabid_maintenance_effect = {
	apply_invader_modifiers_effect = {
		INVADER_DYNN = $INVADER_DYNN$
	}
	give_invader_land_effect = {
		INVADER_DYNN = $INVADER_DYNN$
		INVADER_CHAR = $INVADER_CHAR$
		STARTING_TIER = $STARTING_TIER$
	}
	spawn_$INVADER_DYNN$_family_effect = {
		INVADER_CHAR = $INVADER_CHAR$
	}
	spawn_invader_servants_effect = {
		INVADER_CHAR = $INVADER_CHAR$
	}
	form_the_invader_title_effect = {
		INVADER_DYNN = $INVADER_DYNN$
		INVADER_CHAR = $INVADER_CHAR$
		INVADER_TITLE = $INVADER_TITLE$
		LANDLESS_YES_NO = $LANDLESS_YES_NO$
	}
}

### populating the life of the invader character
spawn_jannabid_family_effect = {
	# spouse
	create_character = {
		template = hi_random_spouse_character_template
		dynasty = none
		gender = female
		employer = $INVADER_CHAR$
		faith = $INVADER_CHAR$.faith
		culture = $INVADER_CHAR$.culture
		save_scope_as = said_spouse
		after_creation = {
			marry = $INVADER_CHAR$
		}
	}
	# son 1
	create_character = {
		template = abul-qasim_jannabid_character_template
		dynasty = inherit
		employer = $INVADER_CHAR$
		mother = scope:said_spouse
		father = $INVADER_CHAR$
	}
	# son 2
	create_character = {
		template = abu_tahir_jannabid_character_template
		dynasty = inherit
		employer = $INVADER_CHAR$
		father = $INVADER_CHAR$
		mother = scope:said_spouse
	}
}

# Make sure invader has troops
spawn_jannabid_troops_effect = {
	if = {
		limit = { has_character_flag = is_first_invader_flag }
		spawn_jannabid_army_effect = yes
	}
	spawn_jannabid_army_effect = yes
}
spawn_jannabid_army_effect = {
	spawn_army = {
		name = jannabid_event_troops
		location = capital_province
		uses_supply = no
		inheritable = no
		
		levies = 200
		men_at_arms = {
			type = light_footmen
			stacks = 4
		}
		men_at_arms = {
			type = bowmen
			stacks = 2
		}
		men_at_arms = {
			type = camel_rider
			stacks = 2
		}
		# siege
		men_at_arms = {
			type = mangonel
			stacks = 3
		}	
	}
}