﻿# spawn invader, before story
spawn_eldiguzid_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 = eldiguz_eldiguzid_character_template
		dynasty = generate
		location = scope:invader_spawn_location
		save_scope_as = invader
		after_creation = {}
	}

	scope:invader = {
		if = {
			limit = { has_character_flag = landed_invader }
			add_gold = 750
		}
		else = { add_gold = 500 }
		add_prestige = 500
		add_piety = 50
		
		dynasty = {
			set_dynasty_name = hi_dynn_$INVADER_DYNN$
			set_coa = title:k_$INVADER_DYNN$

			add_dynasty_prestige_level = 1
			add_dynasty_prestige = 500
			
			$INVADER_DYNN$_add_dynasty_perks_effect = yes
		}
		house = {
			set_house_name = hi_dynn_$INVADER_DYNN$
		}

		add_character_flag = is_eldiguz_flag # for nomad letter event
	}
	# notification event at start of story
}

eldiguzid_add_dynasty_perks_effect = {
	add_dynasty_perk = warfare_legacy_1
}

eldiguzid_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_eldiguzid_family_effect = {
	### Family
	# spouse
	create_character = {
		template = hi_random_spouse_character_template
		name = momine_character_template_name
		age = { 36 40 }
		dynasty = none
		employer = $INVADER_CHAR$
		after_creation = {
			save_scope_as = momine
			marry = $INVADER_CHAR$
			disease_immunity_long_effect = yes
		}
	}
	# sons
	create_character = {
		template = muhammad_eldiguzid_character_template
		dynasty = inherit
		mother = scope:momine
		father = $INVADER_CHAR$
		employer = $INVADER_CHAR$
		save_scope_as = muhammad_eldiguzid
		after_creation = {
			disease_immunity_long_effect = yes
		}
	}
	create_character = {
		template = qizil_eldiguzid_character_template
		dynasty = inherit
		mother = scope:momine
		father = $INVADER_CHAR$
		employer = $INVADER_CHAR$
		save_scope_as = qizil_eldiguzid
		after_creation = {
			disease_immunity_long_effect = yes
		}
	}
	# random spouses for sons
	create_character = {
		template = hi_random_spouse_character_template
		dynasty = none
		employer = $INVADER_CHAR$
		after_creation = {
			marry = scope:muhammad_eldiguzid
			disease_immunity_long_effect = yes
		}
	}
	create_character = {
		template = hi_random_spouse_character_template
		dynasty = none
		employer = $INVADER_CHAR$
		after_creation = {
			marry = scope:qizil_eldiguzid
			disease_immunity_long_effect = yes
		}
	}
}

# Make sure invader has troops
spawn_eldiguzid_troops_effect = {
	if = {
		limit = { has_character_flag = is_first_invader_flag }
		spawn_eldiguzid_army_effect = yes
	}
	spawn_eldiguzid_army_effect = yes
	spawn_eldiguzid_army_effect = yes
}
spawn_eldiguzid_army_effect = {
	spawn_army = {
		name = eldiguzid_event_troops
		#location = capital_province
		location = primary_title.title_capital_county.title_province
		uses_supply = no
		inheritable = no
		
		levies = 250
		men_at_arms = {
			type = horse_archers
			stacks = 5
		}
		men_at_arms = {
			type = light_horsemen
			stacks = 5
		}
		men_at_arms = {
			type = armored_horsemen
			stacks = 5
		}
		men_at_arms = {
			type = ayyar
			stacks = 3
		}
		# siege
		men_at_arms = {
			type = mangonel
			stacks = 9
		}
	}
}