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

	# spawn new invader
	if = {
		limit = { NOT = { exists = scope:invader } }
		# scope to dynasty
		character:251110 = { save_scope_as = keita_dynasty_origin }
		scope:keita_dynasty_origin.dynasty = {
			random_dynasty_member = { # can't pick dead characters?
				limit = {
					is_male = yes
					#is_alive = no
				}
				save_scope_as = maghan_keita_father
			}
		}
		if = { # fallback - all dynasty members are dead
			limit = { NOT = { exists = scope:maghan_keita_father } }
			character:251110 = { save_scope_as = maghan_keita_father }
		}
		# father
		create_character = {
			template = maghan_keita_character_template
			dynasty = inherit
			father = scope:maghan_keita_father
			#father = scope:keita_dynasty_origin
			location = scope:invader_spawn_location
			save_scope_as = maghan_keita
		}
		# mother
		create_character = {
			template = maghan_keita_spouse_character_template
			dynasty = none
			location = scope:invader_spawn_location
			save_scope_as = maghan_keita_spouse
		}
		# INVADER
		create_character = {
			template = sundiata_keita_character_template
			dynasty = inherit
			mother = scope:maghan_keita_spouse
			father = scope:maghan_keita
			location = scope:invader_spawn_location
			save_scope_as = invader
			after_creation = {
				add_character_flag = spawned_$INVADER_DYNN$
			}
		}
	}
	else = { scope:invader = { add_trait = desert_warrior } }

	scope:invader = {
		add_gold = 3000
		add_prestige = 2000
		add_piety = 150
		
		dynasty = {
			add_dynasty_prestige_level = 2
			add_dynasty_prestige = 2000
			
			$INVADER_DYNN$_add_dynasty_perks_effect = yes
		}
	}

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

keita_add_dynasty_perks_effect = {
	add_dynasty_perk = warfare_legacy_1
}

keita_maintenance_effect = {
	apply_invader_modifiers_effect = {
		INVADER_DYNN = $INVADER_DYNN$
	}
	if = {
		limit = { $INVADER_CHAR$ = { has_character_flag = spawned_$INVADER_DYNN$ } }
		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_keita_family_effect = {
	# Family
	create_character = {
		template = hi_random_child_character_template
		gender = male
		father = $INVADER_CHAR$
		dynasty = inherit
		employer = $INVADER_CHAR$
	}
	create_character = {
		template = hi_random_child_character_template
		gender = female
		father = $INVADER_CHAR$
		dynasty = inherit
		employer = $INVADER_CHAR$
	}
	create_character = {
		template = hi_random_child_character_template
		father = $INVADER_CHAR$
		dynasty = inherit
		employer = $INVADER_CHAR$
	}

	# offer conversion to local faith (counties are only converted if they don't follow islam)
	if = {
		limit = { $INVADER_CHAR$ = { has_character_flag = spawned_keita } }
		$INVADER_CHAR$ = {
			trigger_event = {
				id = keita_invasion.3001
				days = 3
			}
		}
	}
}

# Make sure invader has troops
spawn_keita_troops_effect = {
	if = {
		limit = { has_character_flag = is_first_invader_flag }
		spawn_keita_army_effect = yes
	}
	spawn_keita_army_effect = yes
	spawn_keita_army_effect = yes
}
spawn_keita_army_effect = {
	spawn_army = {
		name = keita_event_troops
		location = capital_province
		uses_supply = no
		inheritable = no
		
		levies = 250
		men_at_arms = {
			type = guinea_warrior
			stacks = 12
		}
		men_at_arms = {
			type = armored_footmen
			stacks = 7
		}
		men_at_arms = {
			type = bowmen
			stacks = 9
		}
		men_at_arms = {
			type = mangonel
			stacks = 7
		}
	}
}