﻿namespace = game_rule

# Generated families 	- 1001
# Gender equality 		- 1010

scripted_trigger de_jure_liege_title_to_destroy = {
	tier > tier_county
	is_titular = no
	is_landless_type_title = no
	is_head_of_faith = no
	save_temporary_scope_as = de_jure_liege_title
	
	NOT = {
		ROOT = {
			any_sub_realm_title = {
				tier = tier_county
				target_is_de_jure_liege_or_above = scope:de_jure_liege_title
			}
		}
	}
	
	NAND = {
		has_game_rule = on_limited_de_jure_requirement
		holder = {
			is_ai = no
		}
		this = holder.primary_title
	}
}

game_rule.1 = { # De Jure Requirement
	hidden = yes
	
	trigger = {
		NOT = { has_game_rule = off_de_jure_requirement }
		any_held_title = {
			de_jure_liege_title_to_destroy = yes
		}
		# AGOT Bookmarked Added
		NOT = { game_start_date = 7998.1.2 }
	}

	immediate = {
		# Notification
		random_held_title = {
			limit = {
				de_jure_liege_title_to_destroy = yes
			}
			save_scope_as = title_to_destroy
		}
		send_interface_message = {
			type = event_title_bad
			title = de_jure_requirement_title
			desc = de_jure_requirement_desc

			left_icon = scope:title_to_destroy

			destroy_title = scope:title_to_destroy
			add_pressed_claim = scope:title_to_destroy
		}
	}
}


######################
# GENERATED FAMILIES #
######################

scripted_trigger only_ai_if_ai_only_trigger = {
	trigger_if = {
		limit = { has_game_rule = on_generate_families_ai_only }
		is_ai = yes
	}
	trigger_else = {
		always = yes
	}
}


game_rule.1000 = {
	scope = none
	hidden = yes
	orphan = yes

	trigger = {
		OR = {
			has_game_rule = on_generate_families
			has_game_rule = on_generate_families_ai_only
		}
	}

	immediate = {
		every_independent_ruler = {
			if = {
				limit = { only_ai_if_ai_only_trigger = yes }
				trigger_event = game_rule.1001
			}
			every_vassal_or_below = {
				limit = { only_ai_if_ai_only_trigger = yes }
				trigger_event = game_rule.1001
			}
		}
	}
}

game_rule.1001 = { #by Mathilda Bjarnehed
	type = character_event
	hidden = yes
	
	trigger = {
		is_from_ruler_designer = no # Do not modify the family of somoene from the ruler designer
		#Is in need of family
		NOT = {
			exists = player_heir
		}
		#Allowed to get family
		NOT = { # Otherwise historical characters sometimes generate inappropriate children
			any_child = {
				always = yes
			}
		}
		is_eunuch_trigger = no
		NOT = { has_trait = celibate }
		NOT = { has_trait_with_flag = can_not_marry }
		age >= 17 #Because you need ~1 year of pregnancy
		is_playable_character = yes
		primary_title = {
			is_mercenary_company = no
			is_holy_order = no
		}
		NOR = {
			#AGOT Disabled
			#government_has_flag = government_is_republic
			#government_has_flag = government_is_theocracy
			has_character_flag = do_not_generate_starting_family
			government_has_flag = government_is_herder
		}
		#AGOT Added, Only enable this for wildlings with tribal government
		government_has_flag = government_is_tribal
		culture = { agot_is_wildling_culture = yes }
		NOT = { has_character_flag = canon_status_canon }
		NOT = { has_character_flag = canon_status_semicanon }
	}


	immediate = {
		if = {
			limit = { faith = { has_doctrine_parameter = marriage_event } }
			add_character_flag = ignore_marriage_event
		}
		save_scope_as = location_scope
		#AGOT Modified
		# game_rule_create_spouse_and_children = { CHARACTER = root LOCATION = scope:location_scope }
		random = {
			chance = 75
			game_rule_create_spouse_and_children = { CHARACTER = root LOCATION = scope:location_scope }
		}

		#In case your children are very old
		if = {
			limit = {
				age >= 55
			}
			every_child = {
				limit = {
					age >= 35
				}
				save_scope_as = childless_heir
				game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir LOCATION = scope:location_scope }
				
				#In case your grandchildren are very old
				every_child = {
					limit = {
						age >= 35
					}
					save_scope_as = childless_heir
					game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir LOCATION = scope:location_scope }
					
					#In case your great-grandchildren are very old
					every_child = {
						limit = {
							age >= 35
						}
						save_scope_as = childless_heir
						game_rule_create_spouse_and_children = { CHARACTER = scope:childless_heir LOCATION = scope:location_scope }
					}
				}
			}
		}
		# Error suppression.
		if = {
			limit = { always = no }
			add_character_flag = do_not_generate_starting_family
		}
	}
}

########################
# EXCLAVE INDEPENDENCE #
########################

game_rule.2 = { # Exclave Independence, on death
	hidden = yes
	
	trigger = {
		exclave_independence_trigger = yes
	}

	immediate = {
	
		if = { # None
			limit = {
				has_game_rule = off_exclave_independence
			}
		}
		else_if = { # Delay for AI if at war, skip if player at war
			limit = {
				is_at_war = yes
			}
			if = {
				limit = {
					is_ai = yes
					primary_heir ?= {
						is_ai = yes
						NOT = {
							has_character_flag = delayed_cleanse
						}
					}
				}
				primary_heir = {
					add_character_flag = {
						flag = delayed_cleanse
					}
				}
			}
		}
		else = {
			game_rule_exclave_independence_effect = yes
		}
	}
}

game_rule.3 = { # Exclave Independence, on war end
	hidden = yes
	
	trigger = {
		exclave_independence_trigger = yes
	}

	immediate = {
		if = { # None
			limit = {
				has_game_rule = off_exclave_independence
			}
		}
		else_if = { # Only the last war should trigger the independence
			limit = {
				is_at_war = yes
			}
		}
		else = {
			game_rule_exclave_independence_effect = yes
		}
	}
}

scripted_trigger weak_empire = {
	tier = tier_empire
	is_titular = no
	is_landless_type_title = no
	is_head_of_faith = no
	NOT = { # Need to own 20% of De Jure counties
		any_in_de_jure_hierarchy = {
			filter = {
				tier = tier_county
			}
			continue = {
				tier > tier_county
			}
			OR = {
				holder = root
				holder = {
					target_is_liege_or_above = root
				}
			}
			percent >= 0.20
		}
	}
	#AGOT Added
	agot_mw_weak_empire_mw_ongoing_trigger = yes
}

game_rule.4 = { # Empire Obscurity Game Rule
	type = character_event
	title = game_rule.4.t
	desc = game_rule.4.desc
	theme = realm
	left_portrait = {
		character = root
		animation = grief
	}
	
	cooldown = { years = 25 }

	trigger = {
		has_game_rule = on_empire_obscurity_requirement
		is_landed_or_landless_administrative = yes
		is_at_war = no
		primary_title.tier >= tier_empire
		any_held_title = {
			weak_empire = yes
		}
		NOR = {
			government_allows = administrative # Byzantium should survive when small
			government_has_flag = government_is_nomadic # Nomads can have very 'small' empires where most of it is tributaries
			government_has_flag = government_is_mandala # Mandalas don't need as much dejure land for titles
		}
		# AGOT Bookmarked Added
		NOT = { game_start_date = 7998.1.2 }
	}

	immediate = {
		random_held_title = {
			limit = {
				weak_empire = yes
			}
			save_scope_as = falling_empire
		}
	}

	option = { # No! I just need time!
		name = game_rule.4.a
		
		add_prestige = -2000
		add_prestige_experience = -2000
		
		ai_chance = {
			base = 0
		}
	}

	option = { # Farewell, dear empire...
		name = game_rule.4.b
		
		destroy_title = scope:falling_empire
		add_pressed_claim = scope:falling_empire
		
		ai_chance = {
			base = 100
		}
	}
}

#######################
# HUNGARIAN MIGRATION #
#######################

#AGOT Disabled
# game_rule.1011 = {
# 	scope = none
# 	hidden = yes

# 	trigger = {
# 		game_start_date <= 867.1.1
# 	}

# 	immediate = {
# 		#launch_historical
# 		if = {
# 			limit = { has_game_rule = launch_historical }
# 			trigger_event = {
# 				id = game_rule.1012
# 				months = { 360 480 }
# 			}
# 		}
# 		#launch_immediate
# 		if = {
# 			limit = { has_game_rule = launch_immediate }
# 			character:159137 = {
# 				add_character_flag = undertaking_hungarian_migration
# 				start_war = {
# 					cb = hungarian_migration_cb
# 					target = character:70382
# 					target_title = title:k_hungary
# 				}
# 			}
# 		}
# 		#launch_random
# 		if = {
# 			limit = { has_game_rule = launch_random }
# 			trigger_event = {
# 				id = game_rule.1012
# 				months = { 60 480 }
# 			}
# 		}
# 		#launch_off: just do nothing.
# 	}
# }

# game_rule.1012 = {
# 	scope = none
# 	hidden = yes

# 	trigger = {
# 		#The Migration hasn't already been attempted.
# 		NOT = {
# 			is_target_in_global_variable_list = {
# 				name = unavailable_unique_decisions
# 				target = flag:flag_launched_hungarian_migration
# 			}
# 		}
# 		#No player is in a position to be angling for this.
# 		NOT = {
# 			any_player = {
# 				culture = culture:mogyer
# 				OR = {
# 					#Independent Mogyers are valid launchers.
# 					top_liege = this
# 					#... But notable vassals not beneath other Mogyers may also be eyeing it up.
# 					AND = {
# 						top_liege != this
# 						liege = {
# 							NOT = { culture = culture:mogyer }
# 							highest_held_title_tier = tier_kingdom
# 						}
# 					}
# 				}
# 			}
# 		}
# 		#There must be a suitable Eastern European Mogyer ruler around.
# 		any_county_in_region = {
# 			region = world_europe_east
# 			holder = { hungarian_migration_valid_ai_mogyer_ruler_trigger = yes }
# 		}
# 		#Pannonia must have a valid ruler to declare war on: someone with at least a duchy-ish sized chunk of the land, and who isn't a fellow Mogyer.
# 		any_county_in_region = {
# 			region = custom_hungary
# 			holder = {
# 				hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 }
# 			}
# 		}
# 	}

# 	#If the event fails, check again in a year or so, till the last available date for the decision has passed.
# 	on_trigger_fail = {
# 		if = {
# 			limit = {
# 				current_date <= 910.1.1
# 				#Don't just rerun the check forever if an attempt has already been made, of course.
# 				NOT = {
# 					is_target_in_global_variable_list = {
# 						name = unavailable_unique_decisions
# 						target = flag:flag_launched_hungarian_migration
# 					}
# 				}
# 			}
# 			trigger_event = {
# 				id = game_rule.1012
# 				days = 365
# 			}
# 		}
# 	}

# 	immediate = {
# 		#Designate a Hungarian attacker.
# 		random_county_in_region = {
# 			region = world_europe_east
# 			#Prefer higher tier non-emperor characters wherever possible.
# 			limit = {
# 				holder = {
# 					highest_held_title_tier = tier_kingdom
# 					hungarian_migration_valid_ai_mogyer_ruler_trigger = yes
# 				}
# 			}
# 			alternative_limit = {
# 				holder = {
# 					highest_held_title_tier = tier_duchy
# 					hungarian_migration_valid_ai_mogyer_ruler_trigger = yes
# 				}
# 			}
# 			alternative_limit = {
# 				holder = {
# 					highest_held_title_tier = tier_county
# 					hungarian_migration_valid_ai_mogyer_ruler_trigger = yes
# 				}
# 			}
# 			holder = { save_scope_as = hungarian_conqueror }
# 		}
# 		#... And a Pannonian defender.
# 		##Order these by rough size.
# 		if = {
# 			limit = {
# 				any_county_in_region = {
# 					region = custom_hungary
# 					holder = {
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 18 }
# 					}
# 				}
# 			}
# 			random_county_in_region = {
# 				region = custom_hungary
# 				limit = {
# 					holder = {
# 						any_held_county = {
# 							title_province = { geographical_region = custom_hungary }
# 						}
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 18 }
# 					}
# 				}
# 				holder.top_liege = { save_scope_as = pannonian_defender }
# 			}
# 		}
# 		else_if = {
# 			limit = {
# 				any_county_in_region = {
# 					region = custom_hungary
# 					holder = {
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 12 }
# 					}
# 				}
# 			}
# 			random_county_in_region = {
# 				region = custom_hungary
# 				limit = {
# 					holder = {
# 						any_held_county = {
# 							title_province = { geographical_region = custom_hungary }
# 						}
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 12 }
# 					}
# 				}
# 				holder.top_liege = { save_scope_as = pannonian_defender }
# 			}
# 		}
# 		else_if = {
# 			limit = {
# 				any_county_in_region = {
# 					region = custom_hungary
# 					holder = {
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 }
# 					}
# 				}
# 			}
# 			random_county_in_region = {
# 				region = custom_hungary
# 				limit = {
# 					holder = {
# 						any_held_county = {
# 							title_province = { geographical_region = custom_hungary }
# 						}
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 }
# 					}
# 				}
# 				holder.top_liege = { save_scope_as = pannonian_defender }
# 			}
# 		}
# 		##And just a fallback, in case something goes wrong elsewhere.
# 		else = {
# 			random_county_in_region = {
# 				region = custom_hungary
# 				limit = {
# 					holder = {
# 						hungarian_migration_valid_pannonian_target_trigger = { COUNT = 6 }
# 					}
# 				}
# 				holder.top_liege = { save_scope_as = pannonian_defender }
# 			}
# 		}
# 		#And sort notifications & setup.
# 		scope:hungarian_conqueror = {
# 			#Send the information event so that notifications are delivered correctly.
# 			trigger_event = east_europe.0141
# 			#Now, declare war using the pre-scripted flow.
# 			add_character_flag = undertaking_hungarian_migration
# 			start_war = {
# 				cb = hungarian_migration_cb
# 				target = scope:pannonian_defender
# 				target_title = title:k_hungary
# 			}
# 		}
# 	}
# }

# #################################
# # NORMAN CONQUEST DETERMINATION #
# #################################

# scripted_effect game_rule_1021_process_endings_guts_effect = {
# 	# Damage the armies.
# 	scope:army = {
# 		location = {
# 			every_army_in_location = {
# 				if = {
# 					limit = { army_owner = scope:winner }
# 					deplete_army_by_percentage = 0.5
# 				}
# 				else_if = {
# 					limit = { army_owner = scope:loser }
# 					deplete_army_by_percentage = 0.95
# 				}
# 			}
# 			# Register our first battle.
# 			if = {
# 				limit = {
# 					NOT = { exists = global_var:conquest_first_battle }
# 				}
# 				scope:winner = {
# 					trigger_event = {
# 						id = game_rule.1022
# 						delayed = yes
# 					}
# 				}
# 			}
# 		}
# 	}
# 	# End the war.
# 	end_war = $WINNER$
# 	# Pretend that we're gonna kill our losers, as we can't _actually_ kill them here due to the war just invalidating (and don't want to kill them beforehand or title transfer'll happen and screw a bunch of stuff).
# 	show_as_tooltip = {
# 		every_in_list = {
# 			list = kill_list
# 			death = {
# 				death_reason = death_battle
# 				killer = scope:winner
# 			}
# 		}
# 	}
# }

# scripted_effect game_rule_1021_process_endings_effect = {
# 	scope:char_1 = {
# 		random_character_war = {
# 			limit = { using_cb = $CB$ }
# 			# Register our scopes.
# 			primary_$WINNER$ = { save_scope_as = winner }
# 			primary_$LOSER$ = { save_scope_as = loser }
# 			save_scope_as = war
# 			scope:new_location = {
# 				every_army_in_location = {
# 					if = {
# 						limit = { army_owner = scope:loser }
# 						# Note our commanders for execution after the war's over.
# 						involved_combat_side = {
# 							every_side_commander = { add_to_list = kill_list }
# 						}
# 					}
# 				}
# 			}
# 			# Trigger the events after we've sorted our scopes so that we can use them there too.
# 			scope:loser = { trigger_event = $LOSER_EVENT$ }
# 			scope:winner = { trigger_event = $WINNER_EVENT$ }
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = $WINNER$ }
# 			}
# 		}
# 	}
# 	# Now we can kill scope:loser — if appropriate.
# 	scope:winner = {
# 		every_in_list = {
# 			list = kill_list
# 			death = {
# 				death_reason = death_battle
# 				killer = scope:winner
# 			}
# 		}
# 	}
# }

# #	Figure out whether we should fire a conclusion event during the Conquest.
# game_rule.1021 = {
# 	hidden = yes

# 	trigger = {
# 		exists = global_var:deterministic_conquest_of_england_1066
# 		NAND = {
# 			exists = global_var:norwegian_invasion_cb_concluded
# 			exists = global_var:norman_conquest_cb_concluded
# 		}
# 		OR = {
# 			has_game_rule = historicity_norman_conquest_determined_harold
# 			has_game_rule = historicity_norman_conquest_determined_harald
# 			game_rule_rig_norman_conquest_for_hereward_trigger = yes
# 			has_game_rule = historicity_norman_conquest_determined_edgar
# 			has_game_rule = historicity_norman_conquest_determined_margaret
# 			has_game_rule = historicity_norman_conquest_determined_aelfwine
# 			has_game_rule = historicity_norman_conquest_determined_svend
# 			has_game_rule = historicity_norman_conquest_determined_cadoc
# 		}
# 		any_character_war = {
# 			OR = {
# 				using_cb = norman_conquest_cb
# 				using_cb = norwegian_invasion_cb
# 			}
# 		}
# 	}

# 	immediate = {
# 		# We do this in the immediate because uhhh... it was _not_ liking being in the trigger for some reason.
# 		scope:army.involved_combat_side ?= {
# 			side_primary_participant = { save_scope_as = char_1 }
# 			enemy_side.side_primary_participant = {
# 				if = {
# 					limit = {
# 						any_character_war = {
# 							OR = {
# 								using_cb = norman_conquest_cb
# 								using_cb = norwegian_invasion_cb
# 							}
# 						}
# 					}
# 					save_scope_as = char_2
# 				}
# 			}
# 		}
# 		if = {
# 			limit = {
# 				exists = scope:char_1
# 				exists = scope:char_2
# 			}
# 			# Double check what narrative we'd use.
# 			scope:new_location = {
# 				# Historical settings.
# 				## Stamford Bridge.
# 				if = {
# 					limit = { this = province:1588 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:stamford_bridge
# 					}
# 				}
# 				## Hastings.
# 				else_if = {
# 					limit = { this = province:1509 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:hastings
# 					}
# 				}
# 				# Likely mechanical spots.
# 				## Dover.
# 				else_if = {
# 					limit = { this = province:1502 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:dover
# 					}
# 				}
# 				## Isle of Wight.
# 				else_if = {
# 					limit = { this = province:1549 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:isle_of_wight
# 					}
# 				}
# 				# Cities/places of interest by priority order.
# 				## Forest of Dean.
# 				### Yes, this belongs at the top.
# 				else_if = {
# 					limit = { this = province:1580 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:forest_of_dean
# 					}
# 				}
# 				## London.
# 				else_if = {
# 					limit = { this = province:1527 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:london
# 					}
# 				}
# 				## Winchester.
# 				else_if = {
# 					limit = { this = province:1544 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:winchester
# 					}
# 				}
# 				## York.
# 				else_if = {
# 					limit = { this = province:1595 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:york
# 					}
# 				}
# 				## Lincoln.
# 				else_if = {
# 					limit = { this = province:1583 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:lincoln
# 					}
# 				}
# 				## Oxford.
# 				else_if = {
# 					limit = { this = province:1558 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:oxford
# 					}
# 				}
# 				## Cirencester.
# 				else_if = {
# 					limit = { this = province:1582 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:cirencester
# 					}
# 				}
# 				## Guildford.
# 				else_if = {
# 					limit = { this = province:1511 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:guildford
# 					}
# 				}
# 				## Lindisfarne.
# 				else_if = {
# 					limit = { this = province:1610 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:lindisfarne
# 					}
# 				}
# 				## Land's End.
# 				else_if = {
# 					limit = { this = province:1575 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:lands_end
# 					}
# 				}
# 				## Stonehenge. Because you're a memelord.
# 				else_if = {
# 					limit = { this = province:1561 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:stonehenge
# 					}
# 				}
# 				## Southwark.
# 				else_if = {
# 					limit = { this = province:1526 }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:southwark
# 					}
# 				}
# 				# Places outside England.
# 				## Scotland.
# 				else_if = {
# 					limit = {
# 						county = {
# 							any_this_title_or_de_jure_above = { this = title:k_scotland }
# 						}
# 					}
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:scotland
# 					}
# 				}
# 				## Wales.
# 				else_if = {
# 					limit = {
# 						county = {
# 							any_this_title_or_de_jure_above = { this = title:k_wales }
# 						}
# 					}
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:wales
# 					}
# 				}
# 				## Norway.
# 				else_if = {
# 					limit = {
# 						county = {
# 							any_this_title_or_de_jure_above = { this = title:k_norway }
# 						}
# 					}
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:norway
# 					}
# 				}
# 				## Normandy.
# 				else_if = {
# 					limit = {
# 						county = {
# 							any_this_title_or_de_jure_above = { this = title:d_normandy }
# 						}
# 					}
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:normandy
# 					}
# 				}
# 				## France.
# 				else_if = {
# 					limit = {
# 						county = {
# 							any_this_title_or_de_jure_above = { this = title:k_france }
# 						}
# 					}
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:france
# 					}
# 				}
# 				# Generic terrain/situations.
# 				## Riverside.
# 				else_if = {
# 					limit = { is_riverside_province = yes }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:riverside
# 					}
# 				}
# 				## Coastal.
# 				else_if = {
# 					limit = { is_coastal = yes }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:coastal
# 					}
# 				}
# 				## Forest.
# 				else_if = {
# 					limit = { terrain = forest }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:forest
# 					}
# 				}
# 				## Plains.
# 				else_if = {
# 					limit = { terrain = plains }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:plains
# 					}
# 				}
# 				## Farmlands.
# 				else_if = {
# 					limit = { terrain = farmlands }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:farmlands
# 					}
# 				}
# 				## Wetlands.
# 				else_if = {
# 					limit = { terrain = wetlands }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:wetlands
# 					}
# 				}
# 				## Hills.
# 				else_if = {
# 					limit = { terrain = hills }
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:hills
# 					}
# 				}
# 				# Fallback.
# 				else = {
# 					save_scope_value_as = {
# 						name = locale
# 						value = flag:fallback
# 					}
# 				}
# 			}
# 			# Now fire our actual events.
# 			if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_harold }
# 				# Harold beats Harald.
# 				trigger_event = game_rule.1031
# 				# Harold beats William.
# 				trigger_event = game_rule.1032
# 			}
# 			else_if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_harald }
# 				# Harold beats William.
# 				trigger_event = game_rule.1032
# 				# Harald beats Harold.
# 				trigger_event = game_rule.1041
# 				# Harald beats William.
# 				trigger_event = game_rule.1042
# 			}
# 			else_if = {
# 				limit = { game_rule_rig_norman_conquest_for_hereward_trigger = yes }
# 				# Harold beats Harald.
# 				trigger_event = game_rule.1031
# 				# William beats Harold.
# 				trigger_event = game_rule.1051
# 				# William beats Harald.
# 				trigger_event = game_rule.1052
# 			}
# 			else_if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_edgar }
# 				save_scope_value_as = {
# 					name = witengamot_choice
# 					value = flag:edgar
# 				}
# 				# Harold beats Harald (but dies if last war).
# 				trigger_event = game_rule.1061
# 				# Harold beats William (but dies if last war).
# 				trigger_event = game_rule.1062
# 			}
# 			else_if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_margaret }
# 				save_scope_value_as = {
# 					name = witengamot_choice
# 					value = flag:margaret
# 				}
# 				# Harold beats Harald (but dies if last war).
# 				trigger_event = game_rule.1061
# 				# Harold beats William (but dies if last war).
# 				trigger_event = game_rule.1062
# 			}
# 			else_if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_aelfwine }
# 				save_scope_value_as = {
# 					name = witengamot_choice
# 					value = flag:aelfwine
# 				}
# 				# Harold beats Harald (but dies if last war).
# 				trigger_event = game_rule.1061
# 				# Harold beats William (but dies if last war).
# 				trigger_event = game_rule.1062
# 			}
# 			else_if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_svend }
# 				save_scope_value_as = {
# 					name = witengamot_choice
# 					value = flag:svend
# 				}
# 				# Harold beats Harald (but dies if last war).
# 				trigger_event = game_rule.1061
# 				# Harold beats William (but dies if last war).
# 				trigger_event = game_rule.1062
# 			}
# 			else_if = {
# 				limit = { has_game_rule = historicity_norman_conquest_determined_cadoc }
# 				save_scope_value_as = {
# 					name = witengamot_choice
# 					value = flag:cadoc
# 				}
# 				# Harold beats Harald (but dies if last war).
# 				trigger_event = game_rule.1061
# 				# Harold beats William (but dies if last war).
# 				trigger_event = game_rule.1062
# 			}
# 		}
# 	}
# }

# #	Launder our battle registration so that we don't call the first battle of X "the Second Battle of X".
# game_rule.1022 = {
# 	hidden = yes

# 	immediate = {
# 		set_global_variable = {
# 			name = conquest_first_battle
# 			value = scope:new_location
# 		}
# 	}
# }

# scripted_trigger game_rule_1031_valid_participants_trigger = {
# 	scope:char_1 = {
# 		any_character_war = {
# 			using_cb = $CB$
# 			OR = {
# 				primary_defender = scope:char_1
# 				primary_defender = scope:char_2
# 			}
# 			OR = {
# 				primary_attacker = scope:char_1
# 				primary_attacker = scope:char_2
# 			}
# 		}
# 	}
# }

# # Harold beats Harald.
# game_rule.1031 = {
# 	hidden = yes

# 	trigger = {
# 		game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb }
# 	}

# 	immediate = {
# 		game_rule_1021_process_endings_effect = {
# 			WINNER = defender
# 			LOSER = attacker
# 			WINNER_EVENT = game_rule.1101
# 			LOSER_EVENT = game_rule.1102
# 			CB = norwegian_invasion_cb
# 		}
# 	}
# }
# # Harold beats William.
# game_rule.1032 = {
# 	hidden = yes

# 	trigger = {
# 		game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb }
# 	}

# 	immediate = {
# 		game_rule_1021_process_endings_effect = {
# 			WINNER = defender
# 			LOSER = attacker
# 			WINNER_EVENT = game_rule.1103
# 			LOSER_EVENT = game_rule.1104
# 			CB = norman_conquest_cb
# 		}
# 	}
# }
# # Harald beats Harold.
# game_rule.1041 = {
# 	hidden = yes

# 	trigger = {
# 		game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb }
# 	}

# 	immediate = {
# 		game_rule_1021_process_endings_effect = {
# 			WINNER = attacker
# 			LOSER = defender
# 			WINNER_EVENT = game_rule.1111
# 			LOSER_EVENT = game_rule.1112
# 			CB = norwegian_invasion_cb
# 		}
# 	}
# }
# # Harald beats William.
# game_rule.1042 = {
# 	hidden = yes

# 	trigger = {
# 		OR = {
# 			game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb }
# 			game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb }
# 		}
# 	}

# 	immediate = {
# 		# If we're not in the Norwegian invasion at all, then that means that Harald is king.
# 		if = {
# 			limit = {
# 				NOR = {
# 					scope:char_1 = {
# 						any_character_war = { using_cb = norwegian_invasion_cb }
# 					}
# 					scope:char_2 = {
# 						any_character_war = { using_cb = norwegian_invasion_cb }
# 					}
# 				}
# 			}
# 			game_rule_1021_process_endings_effect = {
# 				WINNER = defender
# 				LOSER = attacker
# 				WINNER_EVENT = game_rule.1113
# 				LOSER_EVENT = game_rule.1114
# 				CB = norman_conquest_cb
# 			}
# 		}
# 		# Otherwise, it means William is king.
# 		else = {
# 			game_rule_1021_process_endings_effect = {
# 				WINNER = attacker
# 				LOSER = defender
# 				WINNER_EVENT = game_rule.1113
# 				LOSER_EVENT = game_rule.1114
# 				CB = norwegian_invasion_cb
# 			}
# 		}
# 	}
# }
# # William beats Harold.
# game_rule.1051 = {
# 	hidden = yes

# 	trigger = {
# 		game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb }
# 	}

# 	immediate = {
# 		game_rule_1021_process_endings_effect = {
# 			WINNER = attacker
# 			LOSER = defender
# 			WINNER_EVENT = game_rule.1121
# 			LOSER_EVENT = game_rule.1122
# 			CB = norman_conquest_cb
# 		}
# 	}
# }
# # William beats Harald.
# game_rule.1052 = {
# 	hidden = yes

# 	trigger = {
# 		OR = {
# 			game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb }
# 			game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb }
# 		}
# 	}

# 	immediate = {
# 		# If we're not in the Norman invasion at all, then that means that William is king.
# 		if = {
# 			limit = {
# 				NOR = {
# 					scope:char_1 = {
# 						any_character_war = { using_cb = norman_conquest_cb }
# 					}
# 					scope:char_2 = {
# 						any_character_war = { using_cb = norman_conquest_cb }
# 					}
# 				}
# 			}
# 			game_rule_1021_process_endings_effect = {
# 				WINNER = defender
# 				LOSER = attacker
# 				WINNER_EVENT = game_rule.1123
# 				LOSER_EVENT = game_rule.1124
# 				CB = norwegian_invasion_cb
# 			}
# 		}
# 		# Otherwise, it means Harald is king.
# 		else = {
# 			game_rule_1021_process_endings_effect = {
# 				WINNER = attacker
# 				LOSER = defender
# 				WINNER_EVENT = game_rule.1123
# 				LOSER_EVENT = game_rule.1124
# 				CB = norman_conquest_cb
# 			}
# 		}
# 	}
# }
# # Harold beats Harald (but dies if last war).
# game_rule.1061 = {
# 	hidden = yes

# 	trigger = {
# 		game_rule_1031_valid_participants_trigger = { CB = norwegian_invasion_cb }
# 	}

# 	immediate = {
# 		game_rule_1021_process_endings_effect = {
# 			WINNER = defender
# 			LOSER = attacker
# 			WINNER_EVENT = game_rule.1131
# 			LOSER_EVENT = game_rule.1132
# 			CB = norwegian_invasion_cb
# 		}
# 	}
# }
# # Harold beats William (but dies if last war).
# game_rule.1062 = {
# 	hidden = yes

# 	trigger = {
# 		game_rule_1031_valid_participants_trigger = { CB = norman_conquest_cb }
# 	}

# 	immediate = {
# 		game_rule_1021_process_endings_effect = {
# 			WINNER = defender
# 			LOSER = attacker
# 			WINNER_EVENT = game_rule.1133
# 			LOSER_EVENT = game_rule.1134
# 			CB = norman_conquest_cb
# 		}
# 	}
# }

# ##################################################
# # England Wins the Conquest
# # by Ewan Cowhig Croft
# # 1101 - 1110
# ##################################################

# scripted_effect game_rule_1101_register_presence_effect = {
# 	if = {
# 		limit = {
# 			location = scope:new_location
# 			is_commanding_army = yes
# 		}
# 		save_scope_value_as = {
# 			name = is_commanding
# 			value = yes
# 		}
# 	}
# }

# #	Harold beats Harald (winner pov).
# game_rule.1101 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1101.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1101.desc.outro.present
# 				}
# 				desc = game_rule.1101.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1101.a

# 		add_prestige = 250

# 		# No stress, no AI.
# 	}
# }

# #	Harold beats Harald (loser pov).
# game_rule.1102 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1102.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1102.desc.outro.alive
# 				}
# 				desc = game_rule.1102.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1102.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1102.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# #	Harold beats William (winner pov).
# game_rule.1103 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1103.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1103.desc.outro.present
# 				}
# 				desc = game_rule.1103.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1103.a

# 		add_prestige = 250

# 		# No stress, no AI.
# 	}
# }

# #	Harold beats William (loser pov).
# game_rule.1104 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1104.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1104.desc.outro.alive
# 				}
# 				desc = game_rule.1104.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1104.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1104.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# ##################################################
# # Norway Wins the Conquest
# # by Ewan Cowhig Croft
# # 1111 - 1120
# ##################################################

# #	Harald beats Harold (winner pov).
# game_rule.1111 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1111.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1111.desc.outro.present
# 				}
# 				desc = game_rule.1111.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = attacker }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1111.a

# 		add_prestige = 250

# 		# No stress, no AI.
# 	}
# }

# #	Harald beats Harold (loser pov).
# game_rule.1112 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1112.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1112.desc.outro.alive
# 				}
# 				desc = game_rule.1112.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = attacker }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1112.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1112.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# scripted_effect game_rule_1113_harald_beats_william_tooltip_effect = {
# 	# Illustrate our ending (applied in the effect that triggers this event).
# 	scope:war = {
# 		# Either Harald has England and is defending...
# 		if = {
# 			limit = {
# 				scope:winner = { has_title = title:k_england }
# 			}
# 			game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 		}
# 		# ... or he doesn't and is attacking.
# 		else = {
# 			game_rule_1021_process_endings_guts_effect = { WINNER = attacker }
# 		}
# 	}
# }

# #	Harald beats William (winner pov).
# game_rule.1113 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1113.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1113.desc.outro.present
# 				}
# 				desc = game_rule.1113.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = { game_rule_1113_harald_beats_william_tooltip_effect = yes }
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1113.a

# 		add_prestige = 250

# 		# No stress, no AI.
# 	}
# }

# #	Harald beats William (loser pov).
# game_rule.1114 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1114.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1114.desc.outro.alive
# 				}
# 				desc = game_rule.1114.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = { game_rule_1113_harald_beats_william_tooltip_effect = yes }
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1114.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1114.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# ##################################################
# # Normandy Wins the Conquest
# # by Ewan Cowhig Croft
# # 1121 - 1130
# ##################################################

# #	William beats Harold (winner pov).
# game_rule.1121 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1121.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1121.desc.outro.present
# 				}
# 				desc = game_rule.1121.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = attacker }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1121.a

# 		add_prestige = 250

# 		# No stress, no AI.
# 	}
# }

# #	William beats Harold (loser pov).
# game_rule.1122 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1122.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1122.desc.outro.alive
# 				}
# 				desc = game_rule.1122.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = attacker }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 		# If Harold is dead by this point, take one of his eyes.
# 		if = {
# 			limit = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			add_trait = one_eyed
# 		}
# 	}

# 	option = {
# 		name = game_rule.1122.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1122.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# scripted_effect game_rule_1123_william_beats_harald_tooltip_effect = {
# 	# Illustrate our ending (applied in the effect that triggers this event).
# 	scope:war = {
# 		# Either William has England and is defending...
# 		if = {
# 			limit = {
# 				scope:winner = { has_title = title:k_england }
# 			}
# 			game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 		}
# 		# ... or he doesn't and is attacking.
# 		else = {
# 			game_rule_1021_process_endings_guts_effect = { WINNER = attacker }
# 		}
# 	}
# }

# #	William beats Harald (winner pov).
# game_rule.1123 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1123.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1123.desc.outro.present
# 				}
# 				desc = game_rule.1123.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = { game_rule_1123_william_beats_harald_tooltip_effect = yes }
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1123.a

# 		add_prestige = 250

# 		# No stress, no AI.
# 	}
# }

# #	William beats Harald (loser pov).
# game_rule.1124 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1124.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1124.desc.outro.alive
# 				}
# 				desc = game_rule.1124.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = { game_rule_1123_william_beats_harald_tooltip_effect = yes }
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1124.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1124.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# ##################################################
# # Niche Candidate Wins the Conquest
# # by Ewan Cowhig Croft
# # 1131 - 1150
# ##################################################

# scripted_effect game_rule_1131_usurp_england_effect = {
# 	create_title_and_vassal_change = {
# 		type = usurped
# 		save_scope_as = change
# 	}
# 	# Compile our lists.
# 	title:k_england = {
# 		add_to_list = titles_to_transfer
# 		every_dejure_vassal_title_holder = {
# 			limit = {
# 				liege = title:k_england.holder
# 				this != scope:elect
# 			}
# 			add_to_list = vassals_to_transfer
# 		}
# 		title:c_middlesex = {
# 			if = {
# 				limit = { holder.top_liege = title:k_england.holder }
# 				add_to_list = titles_to_transfer
# 			}
# 		}
# 	}
# 	# Transfer titles.
# 	every_in_list = {
# 		list = titles_to_transfer
# 		change_title_holder = {
# 			holder = scope:elect
# 			change = scope:change
# 		}
# 	}
# 	# Transfer vassals.
# 	every_in_list = {
# 		list = vassals_to_transfer
# 		change_liege = {
# 			liege = scope:elect
# 			change = scope:change
# 		}
# 		# Plus, stabilise the realm by making everyone calm down after the chaos of the abortive conquest.
# 		hidden_effect = {
# 			if = {
# 				limit = {
# 					NOR = {
# 						this = scope:jiltee
# 						is_close_family_of = scope:jiltee
# 						is_consort_of = scope:jiltee
# 					}
# 				}
# 				add_opinion = {
# 					target = scope:elect
# 					modifier = relieved_opinion
# 					opinion = 50
# 				}
# 			}
# 		}
# 	}
# 	resolve_title_and_vassal_change = scope:change
# }

# scripted_effect game_rule_1131_rig_english_election_effect = {
# 	# First, we're gonna want a holding title for our history.
# 	hidden_effect = {
# 		create_dynamic_title = {
# 			tier = kingdom
# 			name = k_england
# 			adj = k_england_adj
# 		}
# 		scope:new_title = {
# 			copy_title_history = title:k_england
# 			set_coa = k_england
# 		}
# 	}
# 	# Right, now kill our incumbent k_england.holder.
# 	## On the battlefield if we can.
# 	if = {
# 		limit = { scope:army.army_commander = scope:winner }
# 		death = { death_reason = death_battle }
# 		# Plus easily register how for loc.
# 		save_scope_value_as = {
# 			name = death_locale
# 			value = flag:battlefield
# 		}
# 	}
# 	## Elsewise, off it.
# 	else = {
# 		death = { death_reason = death_heart_attack }
# 		# Plus easily register how for loc.
# 		save_scope_value_as = {
# 			name = death_locale
# 			value = flag:home
# 		}
# 	}
# 	# Now we need to rig the election appropriately.
# 	## First, select our lucky winner.
# 	switch = {
# 		trigger = scope:witengamot_choice
# 		flag:margaret = {
# 			character:113 = { save_scope_as = elect }
# 		}
# 		flag:edgar = {
# 			character:112 = { save_scope_as = elect }
# 		}
# 		flag:svend = {
# 			character:101515 = { save_scope_as = elect }
# 		}
# 		flag:aelfwine = {
# 			character:161260 = { save_scope_as = elect }
# 		}
# 		flag:cadoc = {
# 			character:161281 = { save_scope_as = elect }
# 		}
# 	}
# 	## Then save our loser (mostly for convenience).
# 	title:k_england.holder = { save_scope_as = jiltee }
# 	## And fire off our concluding events — if it'd make sense.
# 	if = {
# 		limit = {
# 			scope:elect = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 			scope:elect != scope:jiltee
# 		}
# 		# Quietly erase our incumbent from the holders roll.
# 		hidden_effect = {
# 			title:k_england = { copy_title_history = scope:new_title }
# 		}
# 		# We launder this by a day because otherwise inheritance gets... finnicky.
# 		scope:elect = {
# 			trigger_event = {
# 				id = game_rule.1143
# 				days = 1
# 			}
# 		}
# 	}
# }

# #	Harold beats Harald (but dies if last war) (winner pov).
# game_rule.1131 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1101.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						exists = scope:is_commanding
# 						NOT = { exists = scope:other_war_remains }
# 					}
# 					desc = game_rule.1131.desc.conquest_finished.die_battlefield
# 				}
# 				triggered_desc = {
# 					trigger = {
# 						NOT = { exists = scope:other_war_remains }
# 					}
# 					desc = game_rule.1131.desc.conquest_finished.die_home
# 				}
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1101.desc.outro.present
# 				}
# 				desc = game_rule.1101.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 		# If no opposing side war, then we're gonna launch into our council sequence.
# 		if = {
# 			limit = {
# 				NOT = {
# 					any_character_war = { using_cb = norman_conquest_cb }
# 				}
# 			}
# 			game_rule_1131_rig_english_election_effect = yes
# 		}
# 		else = {
# 			save_scope_value_as = {
# 				name = other_war_remains
# 				value = yes
# 			}
# 		}
# 	}

# 	option = {
# 		name = game_rule.1131.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1131.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# #	Harold beats Harald (but dies if last war) (loser pov).
# game_rule.1132 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1102.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1102.desc.outro.alive
# 				}
# 				desc = game_rule.1102.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1132.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1132.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# #	Harold beats William (but dies if last war) (winner pov).
# game_rule.1133 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1103.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						exists = scope:is_commanding
# 						NOT = { exists = scope:other_war_remains }
# 					}
# 					desc = game_rule.1133.desc.conquest_finished.die_battlefield
# 				}
# 				triggered_desc = {
# 					trigger = {
# 						NOT = { exists = scope:other_war_remains }
# 					}
# 					desc = game_rule.1133.desc.conquest_finished.die_home
# 				}
# 				triggered_desc = {
# 					trigger = { exists = scope:is_commanding }
# 					desc = game_rule.1103.desc.outro.present
# 				}
# 				desc = game_rule.1103.desc.outro.absent
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	right_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 		# If no opposing side war, then we're gonna launch into our council sequence.
# 		if = {
# 			limit = {
# 				NOT = {
# 					any_character_war = { using_cb = norwegian_invasion_cb }
# 				}
# 			}
# 			game_rule_1131_rig_english_election_effect = yes
# 		}
# 		else = {
# 			save_scope_value_as = {
# 				name = other_war_remains
# 				value = yes
# 			}
# 		}
# 	}

# 	option = {
# 		name = game_rule.1133.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1133.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# #	Harold beats William (but dies if last war) (loser pov).
# game_rule.1134 = {
# 	type = character_event
# 	title = {
# 		# Is this the first or second notable battle here?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { global_var:conquest_first_battle ?= scope:new_location }
# 				desc = game_rule.1101.t.boilerplate.battle_2
# 			}
# 			desc = game_rule.1101.t.boilerplate.battle_1
# 		}
# 		# Now, what do we call the location?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.t.boilerplate.location.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.t.boilerplate.location.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.t.boilerplate.location.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.t.boilerplate.location.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.t.boilerplate.location.stonehenge
# 			}
# 			# Whatever the province is called.
# 			desc = game_rule.1101.t.boilerplate.location.fallback
# 		}
# 	}
# 	desc = {
# 		# Who's fighting who?
# 		desc = game_rule.1104.desc.opposing_army
# 		# Where are we clashing?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stamford_bridge }
# 				desc = game_rule.1101.desc.stamford_bridge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hastings }
# 				desc = game_rule.1101.desc.hastings
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:dover }
# 				desc = game_rule.1101.desc.dover
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:isle_of_wight }
# 				desc = game_rule.1101.desc.isle_of_wight
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest_of_dean }
# 				desc = game_rule.1101.desc.forest_of_dean
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:london }
# 				desc = game_rule.1101.desc.london
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:winchester }
# 				desc = game_rule.1101.desc.winchester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:york }
# 				desc = game_rule.1101.desc.york
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lincoln }
# 				desc = game_rule.1101.desc.lincoln
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:oxford }
# 				desc = game_rule.1101.desc.oxford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:cirencester }
# 				desc = game_rule.1101.desc.cirencester
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:guildford }
# 				desc = game_rule.1101.desc.guildford
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lindisfarne }
# 				desc = game_rule.1101.desc.lindisfarne
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:lands_end }
# 				desc = game_rule.1101.desc.lands_end
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:stonehenge }
# 				desc = game_rule.1101.desc.stonehenge
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:southwark }
# 				desc = game_rule.1101.desc.southwark
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:scotland }
# 				desc = game_rule.1101.desc.scotland
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wales }
# 				desc = game_rule.1101.desc.wales
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:norway }
# 				desc = game_rule.1101.desc.norway
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:normandy }
# 				desc = game_rule.1101.desc.normandy
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:france }
# 				desc = game_rule.1101.desc.france
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:riverside }
# 				desc = game_rule.1101.desc.riverside
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:coastal }
# 				desc = game_rule.1101.desc.coastal
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:forest }
# 				desc = game_rule.1101.desc.forest
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:plains }
# 				desc = game_rule.1101.desc.plains
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:farmlands }
# 				desc = game_rule.1101.desc.farmlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:wetlands }
# 				desc = game_rule.1101.desc.wetlands
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:hills }
# 				desc = game_rule.1101.desc.hills
# 			}
# 			triggered_desc = {
# 				trigger = { scope:locale = flag:fallback }
# 				desc = game_rule.1101.desc.fallback
# 			}
# 		}
# 		# Are we there in person?
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { exists = scope:is_commanding }
# 				desc = {
# 					desc = game_rule.1101.desc.combat.commander
# 					desc = double_line_break
# 					first_valid = {
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stamford_bridge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stamford_bridge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:hastings
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.hastings
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:dover
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.dover
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:isle_of_wight
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.isle_of_wight
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:forest_of_dean
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.forest_of_dean
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:london
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.london
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:cirencester
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.cirencester
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:guildford
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.guildford
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lindisfarne
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lindisfarne
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:lands_end
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.lands_end
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:stonehenge
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.stonehenge
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:southwark
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.southwark
# 						}
# 						triggered_desc = {
# 							trigger = {
# 								scope:locale = flag:riverside
# 								NOT = { global_var:conquest_first_battle ?= scope:new_location }
# 							}
# 							desc = game_rule.1101.desc.combat.locale.riverside
# 						}
# 						desc = {
# 							random_valid = {
# 								desc = game_rule.1101.desc.combat.random.present.1
# 								desc = game_rule.1101.desc.combat.random.present.2
# 								desc = game_rule.1101.desc.combat.random.present.3
# 							}
# 						}
# 					}
# 				}
# 			}
# 			desc = {
# 				desc = game_rule.1101.desc.combat.not_present
# 				desc = double_line_break
# 				desc = {
# 					random_valid = {
# 						desc = game_rule.1101.desc.combat.random.absent.1
# 						desc = game_rule.1101.desc.combat.random.absent.2
# 						desc = game_rule.1101.desc.combat.random.absent.3
# 					}
# 				}
# 			}
# 		}
# 		# Finish up.
# 		desc = double_line_break
# 		desc = {
# 			first_valid = {
# 				triggered_desc = {
# 					trigger = {
# 						scope:loser = {
# 							NOT = { is_in_list = kill_list }
# 						}
# 					}
# 					desc = game_rule.1104.desc.outro.alive
# 				}
# 				desc = game_rule.1104.desc.outro.dead
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:loser
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = {
# 					NOT = { is_in_list = kill_list }
# 				}
# 			}
# 			animation = random_weapon_yield
# 		}
# 		triggered_animation = {
# 			trigger = {
# 				scope:loser = { is_in_list = kill_list }
# 			}
# 			animation = map_fear
# 		}
# 	}
# 	right_portrait = {
# 		character = scope:winner
# 		scripted_animation = duel_celebrate
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = {
# 			scope:war = {
# 				game_rule_1021_process_endings_guts_effect = { WINNER = defender }
# 			}
# 		}
# 		game_rule_1101_register_presence_effect = yes
# 	}

# 	option = {
# 		name = game_rule.1134.a
# 		trigger = {
# 			scope:loser = {
# 				NOT = { is_in_list = kill_list }
# 			}
# 		}

# 		add_prestige = -250

# 		# No stress, no AI.
# 	}

# 	option = {
# 		name = game_rule.1134.b
# 		trigger = {
# 			scope:loser = { is_in_list = kill_list }
# 		}

# 		# No stress, no AI.
# 	}
# }

# #	Elect receives England.
# game_rule.1141 = {
# 	type = character_event
# 	title = game_rule.1141.t
# 	desc = {
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:death_locale = flag:battlefield }
# 				desc = game_rule.1141.intro.battlefield
# 			}
# 			triggered_desc = {
# 				trigger = { scope:death_locale = flag:home }
# 				desc = game_rule.1141.intro.home
# 			}
# 		}
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:margaret }
# 				desc = game_rule.1141.choice.margaret
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:edgar }
# 				desc = game_rule.1141.choice.edgar
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:svend }
# 				desc = game_rule.1141.choice.svend
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:aelfwine }
# 				desc = game_rule.1141.choice.aelfwine
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:cadoc }
# 				desc = game_rule.1141.choice.cadoc
# 			}
# 		}
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:elect
# 		triggered_animation = {
# 			trigger = { this = character:161260 }
# 			animation = stress
# 		}
# 		triggered_animation = {
# 			trigger = { this = character:101515 }
# 			animation = personality_bold
# 		}
# 		animation = shock
# 	}
# 	right_portrait = {
# 		character = scope:jiltee
# 		animation = rage
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = { game_rule_1131_usurp_england_effect = yes }
# 	}

# 	option = {
# 		name = {
# 			text = {
# 				first_valid = {
# 					triggered_desc = {
# 						trigger = { scope:witengamot_choice = flag:margaret }
# 						desc = game_rule.1141.a.margaret
# 					}
# 					triggered_desc = {
# 						trigger = { scope:witengamot_choice = flag:edgar }
# 						desc = game_rule.1141.a.edgar
# 					}
# 					triggered_desc = {
# 						trigger = { scope:witengamot_choice = flag:svend }
# 						desc = game_rule.1141.a.svend
# 					}
# 					triggered_desc = {
# 						trigger = { scope:witengamot_choice = flag:aelfwine }
# 						desc = game_rule.1141.a.aelfwine
# 					}
# 					triggered_desc = {
# 						trigger = { scope:witengamot_choice = flag:cadoc }
# 						desc = game_rule.1141.a.cadoc
# 					}
# 				}
# 			}
# 		}

# 		add_prestige = 500

# 		# No stress, no AI.
# 	}
# }

# #	Jiltee is told of how things suck for them.
# game_rule.1142 = {
# 	type = character_event
# 	title = game_rule.1142.t
# 	desc = {
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:death_locale = flag:battlefield }
# 				desc = game_rule.1142.intro.battlefield
# 			}
# 			triggered_desc = {
# 				trigger = { scope:death_locale = flag:home }
# 				desc = game_rule.1142.intro.home
# 			}
# 		}
# 		desc = game_rule.1142.choice.preamble
# 		first_valid = {
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:margaret }
# 				desc = game_rule.1142.choice.margaret
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:edgar }
# 				desc = game_rule.1142.choice.edgar
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:svend }
# 				desc = game_rule.1142.choice.svend
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:aelfwine }
# 				desc = game_rule.1142.choice.aelfwine
# 			}
# 			triggered_desc = {
# 				trigger = { scope:witengamot_choice = flag:cadoc }
# 				desc = game_rule.1142.choice.cadoc
# 			}
# 		}
# 		desc = game_rule.1142.outro
# 	}
# 	theme = war
# 	left_portrait = {
# 		character = scope:jiltee
# 		animation = rage
# 	}
# 	right_portrait = {
# 		character = scope:elect
# 		triggered_animation = {
# 			trigger = { this = character:161260 }
# 			animation = stress
# 		}
# 		triggered_animation = {
# 			trigger = { this = character:101515 }
# 			animation = personality_bold
# 		}
# 		animation = shock
# 	}
# 	override_background = { reference = battlefield }

# 	immediate = {
# 		# Illustrate our ending (applied in the effect that triggers this event).
# 		show_as_tooltip = { game_rule_1131_usurp_england_effect = yes }
# 		add_prestige = -250
# 	}

# 	# Outrage.
# 	option = {
# 		name = game_rule.1142.a

# 		add_opinion = {
# 			target = scope:elect
# 			modifier = usurped_title
# 			opinion = -75
# 		}
# 		if = {
# 			limit = {
# 				can_set_relation_rival_trigger = { CHARACTER = scope:elect }
# 			}
# 			set_relation_rival = {
# 				target = scope:elect
# 				reason = rival_usurper
# 			}
# 		}
# 		reverse_add_opinion = {
# 			target = scope:elect
# 			modifier = respect_opinion
# 			opinion = -50
# 		}

# 		# No stress, no AI.
# 	}

# 	# Let things be.
# 	option = {
# 		name = game_rule.1142.b
# 		trigger = { is_ai = no }
		
# 		reverse_add_opinion = {
# 			target = scope:elect
# 			modifier = grateful_opinion
# 			opinion = 50
# 		}
# 		if = {
# 			limit = {
# 				can_set_relation_potential_friend_trigger = { CHARACTER = scope:elect }
# 			}
# 			set_relation_potential_friend = scope:elect
# 		}

# 		# No stress, no AI.
# 	}

# 	# Warg into them.
# 	option = {
# 		name = game_rule.1142.c
# 		trigger = {
# 			is_ai = no
# 			scope:elect = { is_ai = yes }
# 		}
		
# 		set_player_character = scope:elect
# 		trigger_event = {
# 			id = game_rule.1143
# 			days = 1
# 		}

# 		# No stress, no AI.
# 	}
# }

# #	Delayed election rigging.
# game_rule.1143 = {
# 	hidden = yes

# 	immediate = {
# 		scope:elect = { trigger_event = game_rule.1141 }
# 		scope:jiltee = { trigger_event = game_rule.1142 }
# 		hidden_effect = { game_rule_1131_usurp_england_effect = yes }
# 	}
# }

# ##################################################
# # Teleport Conquest Armies
# # by Ewan Cowhig Croft
# # 1151 - 1160
# ##################################################

# scripted_trigger game_rule_1151_war_using_valid_cb_trigger = {
# 	any_character_war = {
# 		OR = {
# 			using_cb = norman_conquest_cb
# 			using_cb = norwegian_invasion_cb
# 		}
# 	}
# }

# scripted_trigger game_rule_1151_no_player_vision_on_wars_trigger = {
# 	any_player = {
# 		count = all
# 		NOR = {
# 			game_rule_1151_war_using_valid_cb_trigger = yes
# 			any_liege_or_above = { game_rule_1151_war_using_valid_cb_trigger = yes }
# 			any_war_enemy = { game_rule_1151_war_using_valid_cb_trigger = yes }
# 			domicile ?= {
# 				domicile_location.county ?= {
# 					holder = {
# 						OR = {
# 							game_rule_1151_war_using_valid_cb_trigger = yes
# 							any_liege_or_above = { game_rule_1151_war_using_valid_cb_trigger = yes }
# 						}
# 					}
# 				}
# 			}
# 			any_army = {
# 				location = {
# 					county ?= {
# 						holder = { game_rule_1151_war_using_valid_cb_trigger = yes }
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# #	Stamford Bridge teleport.
# game_rule.1151 = {
# 	hidden = yes
# 	scope = none

# 	trigger = {
# 		game_rule_1151_no_player_vision_on_wars_trigger = yes
# 		title:k_england.holder = {
# 			any_character_war = { using_cb = norwegian_invasion_cb }
# 		}
# 	}

# 	immediate = {
# 		title:k_england.holder = {
# 			save_scope_as = england
# 			random_character_war = {
# 				limit = { using_cb = norwegian_invasion_cb }
# 				primary_attacker = { save_scope_as = norway }
# 			}
# 		}
# 		scope:norway = {
# 			ordered_army = {
# 				order_by = army_size
# 				assign_commander = scope:norway
# 				set_army_location = province:1588
# 			}
# 		}
# 		scope:england = {
# 			ordered_army = {
# 				order_by = army_size
# 				assign_commander = scope:england
# 				set_army_location = province:1588
# 			}
# 		}
# 	}
# }

# #	Hastings teleport.
# game_rule.1152 = {
# 	hidden = yes
# 	scope = none

# 	trigger = {
# 		game_rule_1151_no_player_vision_on_wars_trigger = yes
# 		title:k_england.holder = {
# 			any_character_war = { using_cb = norman_conquest_cb }
# 		}
# 	}

# 	immediate = {
# 		title:k_england.holder = {
# 			save_scope_as = england
# 			random_character_war = {
# 				limit = { using_cb = norman_conquest_cb }
# 				primary_attacker = { save_scope_as = normandy }
# 			}
# 		}
# 		scope:normandy = {
# 			ordered_army = {
# 				order_by = army_size
# 				assign_commander = scope:normandy
# 				set_army_location = province:1509
# 			}
# 		}
# 		scope:england = {
# 			ordered_army = {
# 				order_by = army_size
# 				assign_commander = scope:england
# 				set_army_location = province:1509
# 			}
# 		}
# 	}
# }
