﻿hre_conquest_cb = {
	icon = duchy_conquest_cb
	group = conquest

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	allowed_for_character = {
		game_start_date <= 918.1.1
		game_start_date >= 815.1.1
		NOT = { has_game_rule = default_hre_creation }
		is_hre_candidate_ruler = yes
		trigger_if = {
			limit = { has_game_rule = partial_encourage_hre_creation }
			prestige_level >= high_prestige_level
			ai_boldness >= high_positive_ai_value
		}
		trigger_else = {
			OR = {
				sub_realm_size >= 25
				ai_boldness >= high_positive_ai_value
			}
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
				faith.religious_head = scope:defender
			}
		}
	}
	target_titles = neighbor_land
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	ai_score_mult = {
		value = hre_conquest_ai_score_value

		# As a feudal gov, do not attack tribal
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}
		# Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}	
	}

	valid_to_start = {
		scope:target.title_capital_county.title_province = {
			OR = {
				geographical_region = world_europe_west_germania
				geographical_region = custom_northern_italy
				geographical_region = custom_burgundy
			}
		}
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						target_is_same_character_or_above = scope:defender
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message

	on_invalidated = {
	}

	cost = {
		piety = {
			add = common_cb_impious_piety_cost
			if = {
				limit = { scope:attacker = { is_ai = no } }
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 500
				}
			}
			else = {
				add = 100
			}
			multiply = common_cb_piety_cost_multiplier
		}
		prestige = {
			value = 0
			if = {
				limit = { scope:attacker = { is_ai = no } }
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 500
				}
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }

		#EP2 accolade glory gain for 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
		}

		# go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones
		every_in_list = {
			list = target_titles
			custom_tooltip = CONQUEST_CB_TITLE

			conquest_cb_title_transfer = {
				RELIGIOUS_WAR = no
			}
		}

		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker
				change = scope:change
			}
		}

		every_in_list = {
			list = titles_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
				take_baronies = yes
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# 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 }

		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_duchy }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
					holder = scope:defender
				}
			}
			if = {
				limit = {
					scope:defender = {
						any_held_title = {
							title_tier = county
							NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
						}
					}
				}
				custom_tooltip = conquest_title_not_transferred_tt
			}
			else = { custom_tooltip = conquest_title_destroyed_tt }
		}
		else = {
			if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier = tier_duchy
						is_title_created = yes
					}
				}
				custom_tooltip = conquest_title_usurp_tt
			}
			else = { custom_tooltip = conquest_title_create_tt }
		}
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker

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

		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # not impactful as the scale are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}


		add_truce_white_peace_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 3
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Prestige for Defender
		scope:defender = {
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = major_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "HRE_CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "HRE_CONQUEST_DUCHY_CB_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

fp1_rollo_adventurer_conquest = {
	icon = fp1_varangian_adventurer_conquest
	group = event

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

	allowed_for_character = {
		is_ai = yes
	}

	allowed_against_character = {
		always = yes
	}
	target_titles = all
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	valid_to_start = {
		always = no
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						target_is_same_character_or_above = scope:defender
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message
	
	on_invalidated = {
		scope:attacker = { clean_scandinavian_adventurer_effect = yes }
	}

	on_declaration = {
		on_declared_war = yes

		# If scope:defender is a player or a king, give them a few choices.
		scope:defender = {
			if = {
				limit = {
					OR = {
						is_ai = no
						highest_held_title_tier >= tier_kingdom
					}
				}
				trigger_event = {
					id = histmod.0102
					days = 30
				}
			}
		}
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		#EP2 accolade glory gain for 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
			custom_tooltip = CONQUEST_CB_TITLE
			every_in_de_jure_hierarchy = {
				continue = {
					OR = {
						NOT = {	exists = holder }
						NOT = {
							holder = { target_is_liege_or_above = scope:defender }
						}
						AND = {
							scope:attacker.faith = {
								faith_hostility_level_comparison = { prev.holder.faith <= scope:defender.faith }
							}
							holder = {
								OR = {
									this = scope:defender
									target_is_liege_or_above = scope:defender
								}
							}
						}
					}
					tier > tier_county
				}
				limit = {
					tier <= tier_duchy
					holder ?= {
						OR = {
							this = scope:defender
							target_is_liege_or_above = scope:defender
						}
					}
				}
				if = {
					limit = {
						OR = {
							scope:attacker.faith = {
								faith_hostility_level_comparison = {
									prev.holder.faith >= scope:defender.faith
								}
							}
							holder.primary_title.tier >= scope:attacker.primary_title.tier
						}
					}
					add_to_temporary_list = titles_taken
				}
				else = {
					holder = {
						add_to_temporary_list = vassals_taken
					}
				}
			}
		}
		
		every_in_list = {
			list = titles_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
				take_baronies = yes
			}
		}
		
		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker
				change = scope:change
			}
		}
		
		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Truce
		add_truce_attacker_victory_effect = yes

		#Clean-up adventurer things.
		scope:attacker = { clean_scandinavian_adventurer_effect = yes }

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }
		
		# Fire event to defender for Normandy offer check
		save_scope_value_as = { name = war_result value = flag:defender_defeat }
		scope:defender = { trigger_event = { id = histmod.0103 days = 1 } }
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

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

		# Prestige loss for the attacker
		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # Not important as the scales are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_white_peace_effect = yes

		#Clean-up adventurer things.
		scope:attacker = { clean_scandinavian_adventurer_effect = yes }

		# Since they failed to win, take away their efficacy loan.
		scope:attacker = { remove_short_term_gold = scandinavian_adventurer_efficacy_loan_value }
		
		# Fire event to defender for Normandy offer check
		save_scope_value_as = { name = war_result value = flag:white_peace }
		scope:defender = { trigger_event = { id = histmod.0103 days = 5 } }
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 5
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Prestige for Defender
		scope:defender = {
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = major_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}

		on_lost_aggression_war_discontent_loss = yes

		# Give scope:defender some goodies.
		scope:defender = {
			# Including a break from the fighting.
			fp1_add_realm_size_appropriate_sa_reprieve_effect = yes
			# And a tally towards a nickname.
			## Which starts...
			if = {
				limit = {
					NOT = { has_variable = fp1_has_beaten_sa_progress }
				}
				set_variable = {
					name = fp1_has_beaten_sa_progress
					value = 1
				}
			}
			## ... and grows...
			else_if = {
				limit = {
					has_variable = fp1_has_beaten_sa_progress
					var:fp1_has_beaten_sa_progress <= 9
				}
				change_variable = {
					name = fp1_has_beaten_sa_progress
					add = 1
				}
			}
			## ... towards a pay-off.
			else_if = {
				limit = {
					OR = {
						has_bad_nickname = yes
						has_any_nickname = no
					}
				}
				hidden_effect = {
					random_list = {
						20 = { give_nickname = nick_the_bane_of_danes }
						20 = { give_nickname = nick_the_culture_wall }
						20 = { give_nickname = nick_nord_foe }
						20 = { give_nickname = nick_the_scourge_of_the_northerners }
						20 = { give_nickname = nick_the_burner_of_ash }
					}
				}
			}
		}

		#Clean-up adventurer things.
		scope:attacker = { clean_scandinavian_adventurer_effect = yes }

		# Since they lost, take away their efficacy loan, but don't put them into debt
		scope:attacker = {
			if = {
				limit = { gold >= scandinavian_adventurer_efficacy_loan_value }
				remove_short_term_gold = scandinavian_adventurer_efficacy_loan_value
			}
		}
		
		# Fire event to defender for Normandy offer check
		save_scope_value_as = { name = war_result value = flag:defender_victory }
		scope:defender = { trigger_event = { id = histmod.0103 days = 1 } }
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "CONQUEST_DUCHY_CB_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

alan_independence_war = {
	icon = independence_faction_war
	group = independence
	ai = no # AI targeting is handled through game_rule events.

	allow_hostages = no
	
	allowed_for_character = {
		is_ai = yes
		has_character_flag = began_alan_independence_war
	}
	
	allowed_against_character = {
		scope:attacker = {
			liege = scope:defender
		}
	}

	on_declaration = {
		on_declared_war = yes
		# Remove offending HumSac modifiers.
		scope:attacker = {
			hidden_effect = { fp1_remove_humsac_offended_counties_effect = yes }
			add_character_flag = began_alan_independence_war
			histmod_spawn_court_effect = yes
			spawn_army = {
				name = alan_horse_archer_troops_name
				location = scope:attacker.capital_province
				war = scope:war
				uses_supply = no
				inheritable = no
				men_at_arms = {
					type = horse_archers
					stacks = 5
				}
				men_at_arms = {
					type = horse_archers
					stacks = 5
				}
				men_at_arms = {
					type = horse_archers
					stacks = 5
				}
			}
			if = {
				limit = { scope:attacker.strength_with_relevant_allies_vs_war_defender_value < scope:defender.strength_with_relevant_allies_vs_war_attacker_value }
				spawn_army = {
					name = alan_event_troops_name
					location = scope:attacker.capital_province
					war = scope:war
					uses_supply = no
					inheritable = no
					levies = {
						value = 0
						add = histmod_war_strength_difference_value
						min = 0
						max = 10000
					}
				}
				spawn_army = {
					name = alan_event_troops_name
					location = scope:attacker.capital_province
					war = scope:war
					uses_supply = no
					inheritable = no
					levies = {
						value = 0
						add = histmod_war_strength_difference_value
						min = 0
						max = 10000
					}
				}
				spawn_army = {
					name = alan_event_troops_name
					location = scope:attacker.capital_province
					war = scope:war
					uses_supply = no
					inheritable = no
					levies = {
						value = 0
						add = histmod_war_strength_difference_value
						min = 0
						max = 10000
					}
				}
			}
		}
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { # Desc for only one player attacker
					scope:attacker = {
						is_local_player = yes
					}
				}
				desc = independence_war_victory_desc_local_player_attacker_alone
			}
			triggered_desc = { # Desc for only one attacker, player defender
				trigger = {
					scope:defender = {
						is_local_player = yes
					}
				}
				desc = player_independence_war_victory_desc_local_player_defender_attacker_alone
			}
			desc = independence_war_victory_desc_local_player_attacker_alone # Desc for a third party involved
		}

	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }

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

		scope:attacker = {
			remove_character_flag ?= began_alan_independence_war
			add_character_flag = ai_should_not_transfer
		}
		create_title_and_vassal_change = {
			type = independency
			save_scope_as = change
		}
		scope:attacker = {
			change_liege_or_become_independent = {
				CHANGE = scope:change
				VASSAL = this
			}

			hidden_effect = {
				set_variable = {
					name = independence_war_former_liege
					value = scope:defender
				}
				add_truce_both_ways = {
					character = scope:defender
					days = 1825
					war = root.war
					result = victory
				}
			}
		}

		scope:defender = {
			# Struggle Catalyst
			hidden_effect = {
				if = {
					limit = {
						catalyst_gave_independence_to_powerful_diff_faith_culture_vassal_preliminary_trigger = {
							CHAR1 = scope:defender
							CHAR2 = scope:attacker
						}
						any_character_struggle = {
							involvement = involved
							activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
								CATALYST = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
								CHAR = scope:attacker
							}
						}
					}
					every_character_struggle = {
						involvement = involved
						limit = {
							activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
								CATALYST = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
								CHAR = scope:attacker
							}
						}
						activate_struggle_catalyst = {
								catalyst = catalyst_gave_independence_to_powerful_diff_faith_culture_vassal
								character = scope:defender
							}
					}
				}
			}
		}

		resolve_title_and_vassal_change = scope:change
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = player_independence_war_white_peace_defender_desc
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
					}
				}
				desc = player_independence_war_white_peace_attacker_desc
			}
			desc = player_independence_war_white_peace_desc
		}

	}

	on_white_peace = {
		scope:attacker = {
			remove_character_flag ?= began_alan_independence_war
			show_pow_release_message_effect = yes
			stress_impact = {
 				ambitious = medium_stress_impact_gain
 				arrogant = medium_stress_impact_gain
 			}
		}
		hidden_effect = {
			scope:attacker = {
				add_truce_both_ways = {
					character = scope:defender
					days = 1825
					war = root.war
					result = white_peace
				}
			}
		}

		scope:defender = {
			add_prestige = minor_prestige_value
			stress_impact = {
 				arrogant = medium_stress_impact_gain
 			}
		}
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = player_independence_defeat_defender_desc
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
					}
				}
				desc = player_independence_defeat_attacker_desc
			}
			desc = player_independence_war_defeat_desc
		}

	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		scope:defender = {
			add_dread = medium_dread_gain
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		scope:attacker = {
			remove_character_flag ?= began_alan_independence_war
			hard_imprison_character_effect = {
				TARGET = this
				IMPRISONER = scope:defender
			}
			scope:defender = {
				add_opinion = {
					target = prev
					modifier = vassal_lost_faction_revolt_war
				}
			}
		}
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}

	on_invalidated_desc = msg_invalidate_war_title

	check_defender_inheritance_validity = no

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	transfer_behavior = transfer

	war_name = "INDEPENDENCE_WAR_NAME"

	interface_priority = 120

	attacker_wargoal_percentage = 0.8

	max_attacker_score_from_battles = 100
	max_defender_score_from_battles = 50
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150

	max_ai_diplo_distance_to_title = 500
}

north_sea_conquest_cb = {
	icon = invasion
	group = event
	mutually_exclusive_titles = {
		always = yes
	}

	allow_hostages = no
	allowed_for_character = {}
	allowed_against_character = {
		NOT = {
			culture = { has_cultural_pillar = heritage_north_germanic }
		}
	}

	is_allowed_claim_title = {
		scope:claimant =  {
			NOT = { has_trait = incapable }
			is_imprisoned = no
			OR = {
				this = scope:attacker
				AND = {
					religion = scope:attacker.religion
					dynasty = scope:attacker.dynasty
				}
			}
		}
	}

	cost = {}
	target_titles = claim
	
	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_invalidated = {}
	on_invalidated_desc = msg_claim_war_invalidated_message

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = north_sea_conquest_cb_victory_desc_defender
			}
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = north_sea_conquest_cb_victory_desc_attacker
			}
			desc = north_sea_conquest_cb_victory_desc
		}
	}
	
	on_victory = {
		#just in case there is no current claimant
		if = {
			limit = { NOT = { exists = scope:claimant } }
			scope:attacker = { save_scope_as = claimant }
		}
		
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		#EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_high_effect = yes }

		# Set land acquisition type to conquest.
		create_title_and_vassal_change = {
			type = conquest
			save_scope_as = change
			add_claim_on_loss = yes
		}
		
		# Transfer landed titles to the attacker.
		setup_claim_cb = {
			titles = target_titles
			attacker = scope:attacker
			defender = scope:defender
			claimant = scope:claimant
			change = scope:change
		}

		every_in_list = {
			list = target_titles

			#Remove elective succession law from k_england.
			clear_title_laws = yes

			# Personally seize all duchy titles in Northern England AND duchy titles personally held by the King of England.
			every_in_de_jure_hierarchy = {
				limit = {
					tier = tier_duchy
					special_invasion_cb_seize_land_in_region_trigger = {
						TARGET_REGION = custom_northern_england
						TARGET_KINGDOM = title:k_england
					}
				}
				if = {
					limit = {
						holder ?= {
							top_liege ?= scope:defender

							# Vassal players in England get to keep their holdings, so they can play as vassals of the new king instead of game-overing.
							NAND = {
								NOT = { this = top_liege }
								is_ai = no
							}
						}
					}
					custom_description = {
						text = custom_seize_title_and_below_de_jure
						subject = scope:attacker
						object = this
						change_title_holder = {
							holder = scope:attacker
							change = scope:change
							take_baronies = yes
						}
					}

					# Grab the counties that go with the duchies, too.
					every_in_de_jure_hierarchy = {
						limit = {
							tier = tier_county
							holder ?= {
								top_liege ?= scope:defender

								# Vassal players in England get to keep their holdings, so they can play as vassals of the new king instead of game-overing.
								NAND = {
									NOT = { this = top_liege }
									is_ai = no
								}
							}
						}
						hidden_effect = {
							change_title_holder = {
								holder = scope:attacker
								change = scope:change
								take_baronies = yes
							}
						}
						add_to_temporary_list = county_titles_under_transfer
					}
				}
			}
			# Personally seize every county title in the Northern England AND county titles personally held by the King of England.
			every_in_de_jure_hierarchy = {
				limit = {
					tier = tier_county
					special_invasion_cb_seize_land_in_region_trigger = {
						TARGET_REGION = custom_northern_england
						TARGET_KINGDOM = title:k_england
					}
					NOT = { is_in_list = county_titles_under_transfer }
				}
				if = {
					limit = {
						holder ?= {
							top_liege ?= scope:defender

							# Vassal players in England get to keep their holdings, so they can play as vassals of the new king instead of game-overing.
							NAND = {
								NOT = { this = top_liege }
								is_ai = no
							}
						}
					}
					custom_description = {
						text = custom_seize_title
						subject = scope:attacker
						object = this
						change_title_holder = {
							holder = scope:attacker
							change = scope:change
							take_baronies = yes
						}
					}
				}
			}
		}				

		resolve_title_and_vassal_change = scope:change

		modify_all_participants_fame_values = {
			WINNER = scope:attacker
			LOSER = scope:defender
			FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb'
			IS_RELIGIOUS_WAR = no
			WINNER_FAME_SCALE = 10
			LOSER_FAME_SCALE = -10
			WINNER_ALLY_FAME_SCALE = 10
			LOSER_ALLY_FAME_SCALE = 10
		}

		# 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 }
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = norman_conquest_cb_white_peace_desc_defender
			}
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = norman_conquest_cb_white_peace_desc_attacker
			}
			desc = norman_conquest_cb_white_peace_desc
		}
	}
	
	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }

		#EP2 accolade glory gain for doing ok against higher ranked enemy
		scope:defender = { accolade_defender_war_end_glory_gain_med_effect = yes }
		
		# press claims
		every_in_list = {
			list = target_titles
			if = {
				limit = { scope:attacker = { has_weak_claim_on = prev } }
				scope:attacker = {
					make_claim_strong = prev
				}
			}
		}
		
		setup_claim_cb = {
			titles = target_titles
			attacker = scope:attacker
			defender = scope:defender
			claimant = scope:claimant
			victory = no
		}

		# Small prestige penalty to the attacker for failing to win their own war.
		scope:attacker = {
			add_prestige = {
				value = scope:cb_prestige_factor # Set by 'setup_claim_cb'
				multiply = -5
			}
			stress_impact = {
 				ambitious = medium_stress_impact_gain
 				arrogant = medium_stress_impact_gain
 			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb'
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 10
			LOSER_ALLY_FAME_SCALE = 10
		}

		if = {
			limit = {
				NOT = { scope:claimant = scope:attacker }
				scope:claimant = {
					can_add_hook = {
						type = favor_hook
						target = scope:attacker
					}
				}
			}
			scope:claimant = {
				add_hook = {
					target = scope:attacker
					type = favor_hook
				}
			}
		}

		scope:defender = {
			stress_impact = {
				arrogant = medium_stress_impact_gain
			}
		}

		# Truce
		add_truce_white_peace_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = norman_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = norman_conquest_cb_defeat_desc_attacker
			}
			desc = norman_conquest_cb_defeat_desc
		}
	}
	
	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
		}
	
		# lose claims
		if = {
			limit = { scope:attacker = scope:claimant }
			every_in_list = {
				list = target_titles
				scope:claimant = {
					remove_claim = prev
				}
			}
		}

		if = {
			limit = {
				NOT = { scope:claimant = scope:attacker }
				scope:claimant = {
					can_add_hook = {
						type = favor_hook
						target = scope:attacker
					}
				}
			}
			scope:claimant = {
				add_hook = {
					target = scope:attacker
					type = favor_hook
				}
			}
		}
		
		# Award the appropriate amount of prestige to all participants in the war.
		setup_claim_cb = {
			titles = target_titles
			attacker = scope:attacker
			defender = scope:defender
			claimant = scope:claimant
			victory = no
		}
		modify_all_participants_fame_values = {
			WINNER = scope:defender
			LOSER = scope:attacker
			FAME_BASE = scope:cb_prestige_factor # Set by 'setup_claim_cb'
			IS_RELIGIOUS_WAR = no
			WINNER_FAME_SCALE = scale_10_war_defender_win
			LOSER_FAME_SCALE = -10
			WINNER_ALLY_FAME_SCALE = 10
			LOSER_ALLY_FAME_SCALE = 10
		}

		# Truce
		add_truce_attacker_defeat_effect = yes
		
		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}
	
	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit
	
	transfer_behavior = transfer
	
	attacker_allies_inherit = yes
	defender_allies_inherit = yes
	
	war_name = "CLAIM_WAR_NAME"
	my_war_name = "CLAIM_WAR_NAME_MY"
	war_name_base = "CLAIM_WAR_NAME_BASE"
	cb_name = "CLAIM_CB_NAME"
	interface_priority = 60

	should_show_war_goal_subview = yes
	
	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
	
	max_ai_diplo_distance_to_title = 1000
}

histmod_laamp_adventurer_duchy_invasion = {
	icon = invasion
	group = invasion

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }
	allow_hostages = no

	allowed_for_character = { 
		ep3_adventurer_invasion_allowed_for_character_trigger = yes
		scope:defender.highest_held_title_tier >= tier_duchy
	}

	allowed_against_character = {
		always = yes
	}

	target_titles = all
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	valid_to_start = {
		always = no
	}

	should_invalidate = { ep3_adventurer_landless_should_invalidate_trigger = yes }

	on_invalidated_desc = msg_county_conquest_war_invalidated_message
	
	on_invalidated = {}

	cost = {}

	on_declaration = {
		on_declared_war = yes
		
		# just in case they have an invasion supporter
		scope:attacker.var:adventurer_invasion_supporter ?= { save_scope_as = supporter }
		if = {
			limit = { ep3_adventurer_sponsorship_valid_trigger = yes }
			scope:attacker = {
				# Save scopes and cleanup variables
				set_variable = {
					name = adventurer_invasion_supporter
					value = scope:attacker.var:adventurer_invasion_supporter
				}
				scope:war ?= {
					set_variable = {
						name = adventurer_invasion_supporter
						value = scope:attacker.var:adventurer_invasion_supporter
					}
				}
				scope:attacker.var:adventurer_invasion_supporter ?= {
					set_variable = {
						name = adventurer_invasion_supportee
						value = scope:attacker
					}
				}
				# Opinion loss
				reverse_add_opinion = {
					target = scope:defender
					modifier = sponsored_laamp_invasion_against_me_opinion
				}
				# Support
				send_interface_toast = {
					type = msg_troops_gained
					title = ep3_laamp_sponsor_troops_tt
					left_icon = scope:supporter
					right_icon = scope:defender
					if = {
						limit = { exists = scope:supporter.var:adventurer_invasion_request_soldiers }
						capital_barony = { save_scope_as = capital_barony }
						spawn_army = {
							men_at_arms = {
								type = armored_footmen
								stacks = 3
							}
							men_at_arms = {
								type = accolade_maa_archers
								stacks = 4
							}
							men_at_arms = {
								type = armored_horsemen
								stacks = 2
							}
							levies = 100
							inheritable = yes
							location = scope:attacker.capital_province
							war = scope:war
							war_keep_on_attacker_victory = yes
							save_scope_as = new_army
							name = ep3_laamp_invasion_event_army
						}
						scope:supporter = { remove_variable = adventurer_invasion_request_soldiers }
					}
					if = {
						limit = { exists = scope:supporter.var:adventurer_invasion_join_war }
						scope:war ?= { add_attacker = scope:supporter }
						scope:supporter = { remove_variable = adventurer_invasion_join_war }
					}
				}
			}
		}
		else_if = {
			limit = {
				OR = {
					scope:supporter ?= scope:defender
					scope:supporter.top_liege ?= scope:defender.top_liege
				}
			}
			scope:attacker = { ep3_laamp_supporter_invalidated_effect = yes }
		}
	
		# If scope:defender is a player or a king, give them a few choices.
		scope:defender = {
			if = {
				limit = {
					OR = {
						is_ai = no
						highest_held_title_tier >= tier_kingdom
					}
				}
				trigger_event = {
					id = histmod.0102
					days = 30
				}
			}
		}	
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:attacker = { is_local_player = yes }
				}
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:attacker.var:adventurer_invasion_supporter
					ep3_adventurer_sponsorship_valid_trigger = no
				}
				desc = {
					desc = ep3_laamp_sponsor_no_support_tt
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= { var:adventurer_invasion_target != scope:defender }
						}
						desc = ep3_laamp_sponsor_target_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								OR = {
									this = scope:defender
									top_liege = scope:defender.top_liege
								}
							}
						}
						desc = ep3_laamp_sponsor_defender_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= { is_allied_to = scope:defender }
						}
						desc = ep3_laamp_sponsor_ally_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= { is_spouse_of = scope:defender }
						}
						desc = ep3_laamp_sponsor_spouse_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								NOT = { this = scope:defender }
								is_close_family_of = scope:defender
								opinion = {
									target = scope:defender
									value >= -25
								}
							}
						}
						desc = ep3_laamp_sponsor_family_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								OR = {
									has_relation_friend = scope:defender
									has_relation_lover = scope:defender
								}
							}
						}
						desc = ep3_laamp_sponsor_relation_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								any_character_war = {
									primary_attacker = scope:attacker.var:adventurer_invasion_supporter
									primary_defender = scope:defender
								}
							}
						}
						desc = ep3_laamp_sponsor_attacking_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								NOT = { in_diplomatic_range = scope:defender }
							}
						}
						desc = ep3_laamp_sponsor_range_tt
					}
				}
			}
			triggered_desc = {
				trigger = {
					exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war
					exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers
				}
				desc = ep3_laamp_sponsor_support_both_tt
			}
			triggered_desc = {
				trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war }
				desc = ep3_laamp_sponsor_support_join_tt
			}
			triggered_desc = {
				trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers }
				desc = ep3_laamp_sponsor_support_soldiers_tt
			}
		}
	}

	on_victory = {
		scope:attacker = {
			add_character_flag = {
				flag = domicile_culture_and_faith_check
				days = 1
			}
			# Save target
			ordered_in_list = {
				list = target_titles
				order_by = tier
				save_scope_as = target
			}
			ep3_become_landed_warning_effect = {
				TITLE_RECEIVER = scope:attacker
				#TITLE_GIVER = scope:defender
				TITLE = scope:target
			}
			scope:defender = {
				every_held_title = {
					limit = { duchy ?= scope:target }
					add_to_list = target_titles
				}
				# Ensure that the target's capital county and counties within the target held directly by the defender are taken
				if = {
					limit = {
						NOT = {
							any_in_list = {
								list = target_titles
								tier = tier_county
							}
						}
					}
					every_sub_realm_county = {
						limit = {
							OR = {
								AND = {
									duchy = scope:target
									holder = scope:target.holder
								}
								scope:target.title_capital_county = this
								AND = {
									duchy = scope:target
									holder = {
										government_allows = administrative
									}
								}
							}
						}
						add_to_list = target_titles
					}
				}
			}
			# Organise general results for the attacker.
			if = {
				limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes }
				var:adventurer_invasion_supporter = { save_scope_as = supporter }
				ep3_laamp_support_variable_cleanup_effect = yes
				conquest_supporter_memory_variable_effect = yes
			}
			ep3_landless_invasion_titles_taken_effect = {
				TITLE_GIVER = scope:defender
				TITLE_RECEIVER = scope:attacker
				TITLE = scope:target
				TITLE_LIST = target_titles
			}
			### Set a new capital.
			#### We prefer the de jure capital of the other.
			if = {
				limit = {
					scope:target.title_capital_county = { is_in_list = target_titles }
				}
				scope:target.title_capital_county = {
					save_temporary_scope_as = new_capital
					scope:attacker = { set_realm_capital = scope:new_capital }
				}
			}
			### Otherwise, tribals go by pure levy count.
			else_if = {
				limit = {
					scope:attacker = { government_has_flag = government_is_tribal }
				}
				ordered_in_list = {
					list = target_titles
					limit = { tier = tier_county }
					order_by = total_county_levies
					save_temporary_scope_as = new_capital
					scope:attacker = { set_realm_capital = scope:new_capital }
				}
			}
			### If nomadic, they will prefer county fertility
			else_if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier = tier_county
						uses_county_fertility = yes 
					}
				}
				ordered_in_list = {
					list = target_titles
					limit = { tier = tier_county }
					order_by =  county_fertility
					save_temporary_scope_as = new_capital
					scope:attacker = { set_realm_capital = scope:new_capital }
				}
			}
			### Generally everyone prefers the highest development.
			else = {
				ordered_in_list = {
					list = target_titles
					limit = { tier = tier_county }
					order_by = development_level
					save_temporary_scope_as = new_capital
					scope:attacker = { set_realm_capital = scope:new_capital }
				}
			}
			## Seizing control so things *vaguely* work.
			custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate
			scope:attacker = { trigger_event = fp1_varangian_adventures.0001 }
			## And giving them a gold bounty to keep them afloat.
			scope:attacker = { 
				add_gold = {
					value = varangian_adventures_bounty_amount_value
					multiply = 0.5 #Half it for counties
				}
			}
			# Finally, general cleanup.
			ep3_become_landed_cleanup_effect = yes
			# Prestige Progress for the Attacker
			add_prestige_experience = medium_prestige_value
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Break alliances now out of diplo range
		scope:attacker = {
			every_ally = {
				limit = {
					NOT = { in_diplomatic_range = scope:attacker }
				}
				break_alliance = scope:attacker
			}
		}

		# 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 }

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
		
		scope:attacker = {
			if = {
				limit = { has_fp1_dlc_trigger = no }
				hidden_effect = {
					spawn_army = {
						levies = 1000
						men_at_arms = {
							type = huscarl
							stacks = {
								value = 1
								multiply = scope:defender.primary_title.tier
							}
						}
						men_at_arms = {
							type = light_footmen
							stacks = {
								value = 1
								multiply = scope:defender.primary_title.tier
							}
						}
						inheritable = no
						location = scope:attacker.capital_province
						name = scandi_adventurer_event_troops
					}
				}
			} 
			else = {
				hidden_effect = {
					spawn_army = {
						levies = 1000
						men_at_arms = {
							type = huscarl
							stacks = {
								value = 1
								multiply = scope:defender.primary_title.tier
							}
						}
						men_at_arms = {
							type = bondi
							stacks = {
								value = 1
								multiply = scope:defender.primary_title.tier
							}
						}
						men_at_arms = {
							type = vigmen
							stacks = {
								value = 1
								multiply = scope:defender.primary_title.tier
							}
						}
						inheritable = no
						location = scope:attacker.capital_province
						name = scandi_adventurer_event_troops
					}
				}
			}
		}
		
		# Fire event to defender for Normandy offer check
		save_scope_value_as = { name = war_result value = flag:defender_defeat }
		scope:defender = { trigger_event = { id = histmod.0103 days = 1 } }
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes }

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

		# Prestige loss for the attacker
		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
			stress_impact = {
				ambitious = medium_stress_impact_gain
				arrogant = medium_stress_impact_gain
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # Not important as the scales are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		scope:defender = {
			stress_impact = {
				arrogant = medium_stress_impact_gain
			}
		}

		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
		
		# Since they failed to win, take away their efficacy loan.
		scope:attacker = { remove_short_term_gold = scandinavian_adventurer_efficacy_loan_value }
		
		# Fire event to defender for Normandy offer check
		save_scope_value_as = { name = war_result value = flag:white_peace }
		scope:defender = { trigger_event = { id = histmod.0103 days = 5 } }
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { ep3_laamp_support_variable_cleanup_effect = yes }

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 3
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}

		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
		
		# Since they failed to win, take away their efficacy loan, but don't put them into debt
		scope:attacker = {
			if = {
				limit = { gold >= scandinavian_adventurer_efficacy_loan_value }
				remove_short_term_gold = scandinavian_adventurer_efficacy_loan_value
			}
		}
		
		# Fire event to defender for Normandy offer check
		save_scope_value_as = { name = war_result value = flag:defender_victory }
		scope:defender = { trigger_event = { id = histmod.0103 days = 1 } }
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "EP3_LAAMP_INVASION_WAR_NAME"
	war_name_base = "EP3_LAAMP_INVASION_WAR_NAME_BASE"
	cb_name = "EP3_LAAMP_INVASION_CB_DUCHY_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_attacker_score_from_battles = 75

	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

sicily_conquest_cb = {
	icon = county_conquest_cb
	group = conquest

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

	allowed_for_character = {
		exists = global_var:is_hauteville_dynasty
		is_hauteville_sicily_ruler = yes
		should_be_invading_sicily = yes
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
				faith.religious_head = scope:defender
			}
		}
	}
	target_titles = neighbor_land
	target_title_tier = county
	ignore_effect = change_title_holder
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	ai_score_mult = {
		value = 1
		
		# Try to finish taking counties in duchies you already own part of
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_county
					duchy = {
						any_de_jure_county = {
							OR = {
								holder = { target_is_liege_or_above = scope:attacker }
								holder = scope:attacker
							}
						}
					}
				}
			}
			add = 10
		}
		# Prioritize defenders of different faiths
		if = {
			limit = {
				scope:defender = {
					NOT = { faith = scope:attacker.faith }
				}
			}
			add = 5
		}
		if = {
			limit = {
				scope:defender = {
					NOT = { religion = scope:attacker.religion }
				}
			}
			add = 5
		}
		# As a feudal gov, do not attack owner of tribal holdings  if you have a tribal holding to convert already
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}
		# Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	valid_to_start = {
		scope:target = {
			kingdom = title:k_sicily
			NOT = { holder.dynasty = scope:attacker.dynasty }
		}
	}

	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_invalidated_desc = msg_county_conquest_war_invalidated_message
	on_invalidated = {}

	cost = {
		piety = {
			value = 0
			if = {
				limit = {
					scope:defender.faith = scope:attacker.faith
				}
				add = {
					value = 25
					desc = CB_SAME_FAITH_COST
				}
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 75
				}
			}
			multiply = common_cb_piety_cost_multiplier
		}
		prestige = {
			value = 0
			if = {
				limit = {
					NOT = { scope:defender.faith = scope:attacker.faith }
				}
				add = {
					value = 50
					desc = CB_COST_DIFFERENT_FAITH
				}
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 100
				}
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# Influence
		add_influence_attacker_victory_effect = yes

		#EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }

		create_title_and_vassal_change = {
			type = conquest
			save_scope_as = change
			add_claim_on_loss = yes
		}

		# EP3 Laamp possibility warning
		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }

		#As this is just a county conquest, simply grab the designated county.
		every_in_list = {
			list = target_titles
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = minor_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# 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 }

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker
		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
			stress_impact = {
 				ambitious = medium_stress_impact_gain
 				arrogant = medium_stress_impact_gain
 			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # Not important as the scales are identical
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		scope:defender = {
			stress_impact = {
 				arrogant = medium_stress_impact_gain
 			}
		}

		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		# Influence
		add_influence_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 2
			}
			add_prestige = medium_prestige_loss
		}

		# Prestige for Defender
		scope:defender = {
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "CONQUEST_COUNTY_CB_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

north_sea_duchy_conquest_cb = {
	icon = duchy_conquest_cb
	group = conquest

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	allowed_for_character = {
		is_ai = yes
		game_start_date < 1040.1.1
		current_year >= 1000
		current_year <= 1040
		NOT = { has_game_rule = no_north_sea_empire }
		is_north_sea_candidate_ruler = yes
		OR = {
			has_trait = conqueror
			has_character_modifier = ai_weak_conqueror_modifier
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
				faith.religious_head = scope:defender
			}
		}
		scope:defender = {
			is_ai = yes
			character_is_realm_neighbor = scope:attacker
			NOR = {
				has_relation_friend = scope:attacker
				is_allied_to = scope:attacker
				scope:attacker = { has_truce = prev }
				any_warden_hostage = { is_close_family_of = scope:attacker }
				any_close_family_member = { is_hostage_of = scope:attacker }
			}
			NOR = {
				dynasty = scope:attacker.dynasty
				any_ally = {
					is_ruler = yes
					OR = {
						dynasty = scope:attacker.dynasty
						has_relation_friend = scope:attacker
						is_allied_to = scope:attacker
						scope:attacker = { has_truce = prev }
						any_warden_hostage = { is_close_family_of = scope:attacker }
						any_close_family_member = { is_hostage_of = scope:attacker }
					}
				}
			}
		}
	}
	target_titles = neighbor_land_or_water
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	ai_score_mult = {
		value = 1

		# As a feudal gov, do not attack tribal
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}	
	}

	valid_to_start = {
		scope:target = {
			is_european_norway_denmark = yes
		}
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						target_is_same_character_or_above = scope:defender
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message

	on_invalidated = {
	}

	cost = {
		piety = {
			add = common_cb_impious_piety_cost
			if = {
				limit = { scope:attacker = { is_ai = no } }
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 500
				}
			}
			else = {
				add = 100
			}
			multiply = common_cb_piety_cost_multiplier
		}
		prestige = {
			value = 0
			if = {
				limit = { scope:attacker = { is_ai = no } }
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 500
				}
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }

		#EP2 accolade glory gain for 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
		}

		# go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones
		every_in_list = {
			list = target_titles
			custom_tooltip = CONQUEST_CB_TITLE

			conquest_cb_title_transfer = {
				RELIGIOUS_WAR = no
			}
		}

		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker
				change = scope:change
			}
		}

		every_in_list = {
			list = titles_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
				take_baronies = yes
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# 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 }

		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_duchy }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
					holder = scope:defender
				}
			}
			if = {
				limit = {
					scope:defender = {
						any_held_title = {
							title_tier = county
							NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
						}
					}
				}
				custom_tooltip = conquest_title_not_transferred_tt
			}
			else = { custom_tooltip = conquest_title_destroyed_tt }
		}
		else = {
			if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier = tier_duchy
						is_title_created = yes
					}
				}
				custom_tooltip = conquest_title_usurp_tt
			}
			else = { custom_tooltip = conquest_title_create_tt }
		}
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_victory_effects = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker

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

		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # not impactful as the scale are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}


		add_truce_white_peace_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 3
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Prestige for Defender
		scope:defender = {
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = major_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes
		
		#Mandalas gain or lose piety/devotion depending on Decree
		mandala_war_defeat_effects = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "CONQUEST_DUCHY_CB_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

