﻿histmod_hauteville_adventurer_story_cycle = {

	on_setup = {
	}
	
	on_owner_death = {
		# attempt to pass the story onto the heir
		if = {
			limit = {
				story_owner = {
					has_government = landless_adventurer_government
					exists = primary_heir
					exists = primary_heir.dynasty
					primary_heir.dynasty = story_owner.dynasty
				}
			}
			make_story_owner = story_owner.primary_heir
		}
		else = {
			end_story = yes
		}
	}
	
	on_end = {
	}
	
	# regular maintenance
	effect_group = {
		days = { 180 360 }
		first_valid = {
			# has the game rule been changed? If so, end the story
			triggered_effect = {
				trigger = {
					has_game_rule = no_normans_in_sicily
				}
				effect = {
					end_story = yes
				}
			}
			# has ownership of the story fallen to a player, non-Hauteville, or non-landless adventurer
			triggered_effect = {
				trigger = {
					story_owner = {
						OR = {
							is_ai = no
							NOT = { has_government = landless_adventurer_government }
							NOT = { dynasty ?= global_var:is_hauteville_dynasty }
						}
					}
				}
				effect = {
					end_story = yes
				}
			}
			# otherwise, engage the regular maintenance
			triggered_effect = {
				trigger = {
					story_owner = {
						is_ai = yes
						is_adult = yes
						has_government = landless_adventurer_government
						dynasty ?= global_var:is_hauteville_dynasty
					}
				}
				effect = {
					story_owner = {
						add_stress = major_stress_loss
						if = {
							limit = { gold < 1200 }
							add_gold = 100
						}
						if = {
							limit = { prestige < 2000 }
							add_prestige = 200
						}
						if = {
							limit = {
								is_at_war = no
								culture = culture:norman
								has_variable = summoned_norman_bannermen
								max_military_strength < 1500
							}
							remove_variable = summoned_norman_bannermen
						}
						if = {
							limit = { is_at_war = no }
							every_maa_regiment = {
								limit = {
									is_maa_in_combat = no
									can_upgrade_maa = yes
								}
								change_maa_regiment_size = {
									size = 1
									reinforce = yes
								}
							}
						}
						if = {
							limit = {
								is_at_war = yes
								any_character_war = {
									primary_attacker = { this = root.story_owner }
									NOT = { any_war_defender = { is_ai = no } }
								}
							}
							add_gold = 200
							every_army = {
								refill_supply = yes
								every_army_maa_regiment = { change_maa_troops_count = 500 }
							}
						}
						random = {
							chance = 15
							modifier = {
								add = 20
								is_at_war = yes
							}
							random_list = {
								100 = {
									trigger = { martial < 16 }
									add_martial_skill = 2
								}
								100 = {
									trigger = { prowess < 16 }
									add_prowess_skill = 2
								}
								10 = {
									trigger = { intrigue < 12 }
									add_intrigue_skill = 2
								}
								10 = {
									trigger = { stewardship < 12 }
									add_stewardship_skill = 2
								}
								5 = {}
							}
						}
					}
				}
			}
		}
	}	
}

