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

	# INVADER
	create_character = {
		template = hermann_balk_character_template
		dynasty = generate
		location = scope:invader_spawn_location
		save_scope_as = invader
	}
	scope:invader = {
		add_gold = 1500
		add_prestige = 1150
		add_piety = 650
		
		dynasty = {
			set_dynasty_name = hi_dynn_balk
			set_coa = title:k_balk

			add_dynasty_prestige_level = 1
			add_dynasty_prestige = 750

			$INVADER_DYNN$_add_dynasty_perks_effect = yes
		}
		house = {
			set_house_name = hi_dynn_balk
		}
	}
}

balk_add_dynasty_perks_effect = {}

balk_maintenance_effect = {
	apply_invader_modifiers_effect = {
		INVADER_DYNN = $INVADER_DYNN$
	}
	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_balk_family_effect = {
	$INVADER_CHAR$ = { trigger_event = game_rule.1001 }

	# government
	if = {
		limit = { $INVADER_CHAR$.capital_county.title_province = { has_holding_type = tribal_holding } }
		$INVADER_CHAR$.capital_county.title_province = { set_holding_type = castle_holding }
	}
	apply_invader_government_type_effect = { INVADER_CHAR = $INVADER_CHAR$ }

	# culture
	$INVADER_CHAR$.capital_county = { set_county_culture = $INVADER_CHAR$.culture }

	# faith
	$INVADER_CHAR$.capital_county = { set_county_faith = $INVADER_CHAR$.faith }
}

# Make sure invader has troops
spawn_balk_troops_effect = {
	if = {
		limit = { has_character_flag = is_first_invader_flag }
		spawn_balk_army_effect = yes
	}
	spawn_balk_army_effect = yes
}
spawn_balk_army_effect = {
	spawn_army = {
		name = balk_event_troops
		location = primary_title.title_capital_county.title_province
		uses_supply = no
		inheritable = no
		
		levies = 250
		men_at_arms = {
			type = armored_footmen
			stacks = 7
		}
		men_at_arms = {
			type = pikemen_unit
			stacks = 3
		}
		men_at_arms = {
			type = bowmen
			stacks = 3
		}
		men_at_arms = {
			type = armored_horsemen
			stacks = 4
		}
		# siege
		men_at_arms = {
			type = mangonel
			stacks = 5
		}
	}
}

knights_enlarge_livonian_order_decision_effect = {
	# d_courland
	if = {
		limit = {
			NOT = { title:d_courland.de_jure_liege = title:k_balk }
			completely_controls = title:d_courland
		}
		title:d_courland = { set_de_jure_liege_title = title:k_balk }
	}
	# d_latgalians
	if = {
		limit = {
			NOT = { title:d_latgalians.de_jure_liege = title:k_balk }
			completely_controls = title:d_latgalians
		}
		title:d_latgalians = { set_de_jure_liege_title = title:k_balk }
	}
	# d_livonia
	if = {
		limit = {
			NOT = { title:d_livonia.de_jure_liege = title:k_balk }
			completely_controls = title:d_livonia
		}
		title:d_livonia = { set_de_jure_liege_title = title:k_balk }
	}
	# d_esthonia
	if = {
		limit = {
			NOT = { title:d_esthonia.de_jure_liege = title:k_balk }
			completely_controls = title:d_esthonia
		}
		title:d_esthonia = { set_de_jure_liege_title = title:k_balk }
	}
}