﻿
namespace = middle_east_decisions

##################################################

### Middle East Major Decision Events
# by Flavio Verna

# 0001 - Forming Outremer
# 0003 - Restoring Sunni Caliphate
# 0005 - Creating Israel
# 0007 - Jewish High Priesthood Restored
# 0009 - Zoroastrian High Priesthood Restored
# 0011 - The Saoyshant appears
# 0014 - Create Sultanate of Rum
# 1001 - Revive the Armenian Empire
# 1020 - Found the Empire of Beth Nahrain

##################################################

##################################################
# Middle Eastern special titles
##################################################

##################################################
# Forming the Outremer
##################################################

middle_east_decisions.0001 = {
	type = character_event
	title = middle_east_decisions.0001.t
	desc = middle_east_decisions.0001.desc
	left_portrait = {
		character = root
		animation = personality_zealous
	}
	theme = realm

	immediate = {
		play_music_cue = "mx_cue_crusade_starts"
		hidden_effect = {
			save_scope_as = scoped_ruler
			# De jure shifts.
			title:k_jerusalem = {
				set_de_jure_liege_title = title:e_outremer
			}
			title:k_syria = {
				set_de_jure_liege_title = title:e_outremer
			}
			title:k_mesopotamia = {
				set_de_jure_liege_title = title:e_outremer
			}
			title:k_arabia = {
				set_de_jure_liege_title = title:e_outremer
			}
			#Saving the title scope for loc purposes
			title:e_outremer = { save_scope_as = outremer_title }
			faith:ashari.religion = {
				every_faith = {
					change_fervor = {
						value = -30
						desc = fervor_gain_formed_outremer
					}
				}
			}
			every_held_title = { # Should shift all dejure of all Empires owned at the time.
				title_tier = empire
				every_in_de_jure_hierarchy = {
					limit = {
						tier = tier_kingdom
					}
					set_de_jure_liege_title = title:e_outremer

				}
			}
			every_held_title = { # And any other held Kingdom.
				title_tier = kingdom
				set_de_jure_liege_title = title:e_outremer
			}
			if = {
				limit = {
					completely_controls = title:k_israel # Just in case...
				}
				title:k_israel = {
					set_de_jure_liege_title = title:e_outremer
				}
			}
			if = {
				limit = {
					completely_controls = title:k_egypt
				}
				title:k_egypt = {
					set_de_jure_liege_title = title:e_outremer
				}
			}
			else_if = { # Otherwise just switch Sinai to Jerusalem
				limit = {
					NOT = { completely_controls = title:k_egypt }
				}
				title:d_sinai = {
					set_de_jure_liege_title = title:k_jerusalem
				}
			}
			legend_seed_new_title_effect = yes
		}
		hidden_effect = {
			random_list = {
				10 = { set_nickname_effect = { NICKNAME = nick_the_crusader } }
				10 = { set_nickname_effect = { NICKNAME = nick_the_holy } }
				10 = { set_nickname_effect = { NICKNAME = nick_the_sword_of_god } }
				10 = { set_nickname_effect = { NICKNAME = nick_the_messenger_of_christ } }
				10 = {
					trigger = { is_female = yes }
					set_nickname_effect = { NICKNAME = nick_the_maiden_of_virgin }
				}
				10 = {
					trigger = { is_female = no }
					set_nickname_effect = { NICKNAME = nick_the_knight_of_gabriel }
				}
			}
		}
	}

	option = {
		name = middle_east_decisions.0001.a
		form_outremer_scripted_effect = yes
		# Send narrative fluff to other players (if any).
		every_ruler = {
			limit = {
				is_landed = yes
				this != root
				capital_province = {
					OR = {
						geographical_region = world_europe_west
						geographical_region = world_middle_east
					}
				}
			}
			trigger_event = middle_east_decisions.0002
		}
		hidden_effect = {
			random = {
				chance = 35
				every_held_title = {
					title_tier = county
					limit = {
						faith != root.faith
					}
					set_county_faith = root.faith
				}
			}
			every_vassal = { # Muslims abandon Faith.
				limit = {
					faith.religion = faith:ashari.religion
					NOT = { has_trait = zealous }
				}
				random = {
					chance = 35
					set_character_faith = root.faith
					every_held_title = {
						limit = { tier = tier_county }
						E_kCAFG_convert_faith_in_all_county_provinces = {
							FACTOR = 0.3
							VARIANCE = 0.45
							FAITH = root.faith
							MAX = 0.75
						}
					}
				}
			}
			every_vassal = { # Culture conversion.
				limit = {
					culture = { has_same_culture_heritage = root.culture }
				}
				if = {
					limit = { exists = scope:new_culture }
					random = {
						chance = 50
						set_culture = scope:new_culture
						if = {
							limit = { exists = capital_county }
							capital_county = {
								E_kCAFG_convert_culture_in_all_county_provinces = {
									FACTOR = 0.6
									VARIANCE = 0.25
									CULTURE = scope:new_culture
									MAX = 0.9
								}
							}
						}
					}
				}
			}
		}
	}
}

# Players react.
middle_east_decisions.0002 = {
	type = character_event
	title = middle_east_decisions.0001.t
	desc = {
		first_valid = {
			# Christian reaction.
			triggered_desc = {
				trigger = {
					faith.religion = faith:catholic.religion
				}
				desc = middle_east_decisions.0002.desc.christians
			}
			# Muslim reaction.
			triggered_desc = {
				trigger = {
					faith.religion = faith:ashari.religion
				}
				desc = middle_east_decisions.0002.desc.muslims
			}
			# Others.
			triggered_desc = {
				trigger = {
					NOR = {
						faith.religion = faith:catholic.religion
						faith.religion = faith:ashari.religion
					}
				}
				desc = middle_east_decisions.0002.desc.others
			}
		}
	}
	theme = realm
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_zealous
	}

	immediate = {
		#Play a suitably crusader-themed song for Christians.
		if = {
			limit = {
				faith = { religion_tag = christianity_religion }
			}
			play_music_cue = "mx_cue_crusade_starts"
		}
		#And something a bit more revenge-driven for non-Christians.
		else = { play_music_cue = "mx_cue_combat_2" }
	}

	option = {
		name = middle_east_decisions.0002.a
		trigger = {
			faith.religion = faith:catholic.religion
		}
	}
	option = {
		name = middle_east_decisions.0002.b
		trigger = {
			faith.religion = faith:ashari.religion
		}
		add_opinion = {
			target = scope:scoped_ruler
			modifier = destroyed_papacy_opinion
		}
		stress_impact = {
			zealous = minor_stress_impact_gain
		}
	}
	option = {
		name = middle_east_decisions.0002.c
		trigger = {
			NOR = {
				faith.religion = faith:catholic.religion
				faith.religion = faith:ashari.religion
			}
		}
	}
}

##################################################
# Restoring Sunni Caliphate
##################################################

middle_east_decisions.0003 = {
	type = character_event
	title = middle_east_decisions.0003.t
	desc = middle_east_decisions.0003.desc
	theme = faith
	left_portrait = {
		character = scope:reformer
		animation = personality_zealous
	}

	immediate = {
		play_music_cue = "mx_cue_faith_conversion"
		restore_sunni_caliphate_scripted_effect = yes
	}

	option = {
		name = middle_east_decisions.0003.a
		every_player = {
			limit = {
				this != root
				faith.religion = faith:ashari.religion
			}
			trigger_event = middle_east_decisions.0004 # Notification.
		}
	}
}

# Players notified.
middle_east_decisions.0004 = {
	type = character_event
	title = middle_east_decisions.0003.t
	desc = {
		first_valid = {
			# Sunni Reaction
			triggered_desc = {
				trigger = {
					root.faith = faith:ashari
				}
				desc = middle_east_decisions.0004.desc.ashari
			}
			#Every other Muslim
			triggered_desc = {
				trigger = {
					NOT = {
						root.faith = faith:ashari
					}

				}
				desc = middle_east_decisions.0004.desc.other
			}
		}
	}
	theme = faith
	left_portrait = {
		character = scope:reformer
		animation = personality_zealous
	}

	immediate = {
		#Rejoice! Muzak!
		if = {
			limit = {
				faith = { religion_tag = islam_religion }
			}
			play_music_cue = "mx_cue_faith_conversion"
		}
		#Woe! Muzak!
		if = {
			limit = {
				faith = { religion_tag = christianity_religion }
			}
			play_music_cue = "mx_cue_crusade_starts"
		}
		#Probably trouble? Muzak!
		else = { play_music_cue = "mx_cue_combat_2" }
	}

	option = {
		name = middle_east_decisions.0004.a
		trigger = {
			root.faith = faith:ashari
		}
	}
	option = {
		name = middle_east_decisions.0004.b
		trigger = {
			NOT = {
				root.faith = faith:ashari
			}
		}
	}
}

##################################################
# Israel has been recreated.
##################################################

middle_east_decisions.0005 = {
	type = character_event
	title = middle_east_decisions.0005.t
	desc = middle_east_decisions.0005.desc
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_zealous
	}

	immediate = {
		play_music_cue = "mx_cue_faith_conversion"
		create_israel_scripted_effect = yes
		legend_seed_new_title_effect = yes
		hidden_effect = {
			random_list = {
				50 = { set_nickname_effect = { NICKNAME = nick_the_shepherd } }
				50 = { set_nickname_effect = { NICKNAME = nick_the_judge } }
			}
			every_held_title = {
				title_tier = county
				E_kCAFG_convert_culture_in_all_county_provinces = {
					FACTOR = 0.33
					VARIANCE = 0.33
					CULTURE = root.culture
					MAX = 0.9
				}
				E_kCAFG_convert_faith_in_all_county_provinces = {
					FACTOR = 0.33
					VARIANCE = 0.33
					FAITH = root.faith
					MAX = 0.9
				}
			}
		}
	}

	option = {
		name = middle_east_decisions.0005.a
		add_prestige = major_prestige_gain
		add_piety = major_piety_gain
		title:k_israel = { save_scope_as = israel_title }
		faith = {
			change_fervor = {
				value = 25
				desc = fervor_gain_israel_recreated
			}
		}
		hidden_effect = {
			every_player = {
				limit = {
					this != root
					OR = {
						faith.religion = root.faith.religion
						AND = {
							is_landed = yes
							capital_province = {
								OR = {
									geographical_region = world_europe_west
									geographical_region = world_middle_east
								}
							}
						}
					}
				}
				trigger_event = middle_east_decisions.0006
			}
		}
	}
}

# Players notified.
middle_east_decisions.0006 = {
	type = character_event
	title = middle_east_decisions.0005.t
	desc = {
		first_valid = {
			# Jewish Reaction
			triggered_desc = {
				trigger = {
					root.faith.religion = scope:scoped_ruler.faith.religion
				}
				desc = middle_east_decisions.0005.desc
			}
			# Every other Muslim
			triggered_desc = {
				trigger = {
					root.faith.religion != scope:scoped_ruler.faith.religion
				}
				desc = middle_east_decisions.0006.desc.others
			}
		}
	}
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_zealous
	}

	immediate = {
		#Jewish characters get some celebratory music.
		if = {
			limit = {
				faith = { religion_tag = judaism_religion }
			}
			play_music_cue = "mx_cue_faith_conversion"
		}
	}

	option = {
		name = middle_east_decisions.0006.a
		trigger = {
			faith = { religion_tag = judaism_religion }
		}
	}
	option = {
		name = middle_east_decisions.0006.b
		trigger = {
			NOT = {
				faith = { religion_tag = judaism_religion }
			}
		}
	}
}

##################################################
# Jewish High Priesthood has been re-established.
##################################################

middle_east_decisions.0007 = {
	type = character_event
	title = middle_east_decisions.0007.t
	desc = {
		desc = middle_east_decisions.0007.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = { scope:new_priest = scope:scoped_ruler }
				desc = middle_east_decisions.0007.desc.me
			}
			desc = middle_east_decisions.0007.desc.not_me
		}
	}
	theme = faith
	left_portrait = {
		character = scope:portrait_ruler
		triggered_animation = {
			trigger = { scope:new_priest != scope:scoped_ruler }
			animation = happiness
		}
		triggered_animation = {
			trigger = { scope:new_priest = scope:scoped_ruler }
			animation = personality_zealous
		}
	}
	right_portrait = {
		character = scope:new_priest
		animation = personality_zealous
	}

	immediate = {
		play_music_cue = "mx_cue_faith_conversion"
		save_scope_as = scoped_ruler
		save_scope_as = portrait_ruler
		if = {
			limit = {
				faith = { has_doctrine = special_doctrine_not_allowed_to_hof }
			}
			faith = {
				remove_doctrine = special_doctrine_not_allowed_to_hof
			}
		}
		if = { # Check if Temporal first.
			limit = {
				faith = {
					OR = {
						has_doctrine_parameter = lay_clergy
						has_doctrine = doctrine_temporal_head
					}
				}
			}
			if = {
				limit = {
					faith = {
						has_doctrine = doctrine_no_head
					}
				}
				hidden_effect = {
					root.faith = { remove_doctrine = doctrine_no_head }
					root.faith = { add_doctrine = doctrine_temporal_head }
				}
			}
			save_scope_as = new_priest
		}
		else_if = { # Pick your chaplain first.
			limit = {
				exists = cp:councillor_court_chaplain
				cp:councillor_court_chaplain = { faith = scope:scoped_ruler.faith }
			}
			if = {
				limit = {
					root.faith = {
						has_doctrine = doctrine_no_head
					}
				}
				hidden_effect = {
					root.faith = { remove_doctrine = doctrine_no_head }
					root.faith = { add_doctrine = doctrine_spiritual_head }
				}
			}
			cp:councillor_court_chaplain = { save_scope_as = new_priest }
		}
		else = {
			hidden_effect = {
				create_character = {
					employer = root
					template = religious_leader_character
					random_traits = no
					save_scope_as = new_priest
					dynasty = generate
				}
			}
			scope:new_priest = {
				add_trait = education_learning_3
				add_trait = zealous
				add_trait = intellect_good_1
				random_list = {
					1 = { add_trait = lustful }
					1 = { add_trait = chaste }
					1 = { add_trait = wrathful }
					1 = { add_trait = diligent }
					1 = { add_trait = impatient }
					1 = { add_trait = arrogant }
					1 = { add_trait = humble }
					1 = { add_trait = gregarious }
				}
				random_list = {
					1 = { add_trait = honest }
					1 = { add_trait = ambitious }
					1 = { add_trait = just }
					1 = { add_trait = cynical }
					1 = { add_trait = zealous }
					1 = { add_trait = compassionate }
					1 = { add_trait = stubborn }
				}
			}
		}

		custom_description = {
			text = "new_religious_head_title"
			object = scope:new_priest
			subject = scope:new_priest

			set_up_dynamic_spiritual_hof_title_existing_hof_effect = {
				CREATOR = scope:scoped_ruler
				RELIGIOUS_HEAD = scope:new_priest
			}
		}
	}

	option = {
		name = {
			trigger = { scope:new_priest != scope:scoped_ruler }
			text = middle_east_decisions.0007.a
		}
		name = {
			trigger = { scope:new_priest = scope:scoped_ruler }
			text = middle_east_decisions.0007.a.me
		}
		add_prestige = major_prestige_gain
		add_piety = major_piety_gain
		faith = {
			change_fervor = {
				value = 100
				desc = fervor_gain_priesthood_recreated
			}
		}
		if = { # Vassalize if possible/needed.
			limit = {
				highest_held_title_tier > scope:new_priest.highest_held_title_tier
				NOT = { scope:new_priest = { any_liege_or_above = { this = root } } }
			}
			create_title_and_vassal_change = {
				type = created
				save_scope_as = change
				add_claim_on_loss = no
			}
			scope:new_priest = {
				change_liege = {
					liege = root
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change
		}
		create_legend_seed = {
			type = holy
			quality = famed
			chronicle = priesthood_restoration
			properties = {
				founder = scope:new_priest
				faith = scope:new_priest.faith
				religion = scope:new_priest.religion
			}
		}
		hidden_effect = {
			every_player = {
				limit = {
					this != root
					OR = {
						faith = root.faith
						AND = {
							is_landed = yes
							capital_province = {
								OR = {
									geographical_region = world_middle_east
									geographical_region = world_persian_empire
								}
							}
						}
					}
				}
				trigger_event = middle_east_decisions.0008
			}
		}
	}
}

# Players notified.
middle_east_decisions.0008 = {
	type = character_event
	title = middle_east_decisions.0007.t
	desc = {
		first_valid = {
			# Jewish Reaction
			triggered_desc = {
				trigger = {
					root.faith = scope:scoped_ruler.faith
				}
				desc = middle_east_decisions.0007.desc.intro
				desc = middle_east_decisions.0007.desc.not_me
			}
			# Everybody else
			triggered_desc = {
				trigger = {
					root.faith != scope:scoped_ruler.faith
				}
				desc = middle_east_decisions.0008.desc.others
			}
		}
	}
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:new_priest
		animation = happiness
	}

	immediate = {
		#Jewish characters get some chilled music.
		if = {
			limit = {
				faith = { religion_tag = judaism_religion }
			}
			play_music_cue = "mx_cue_faith_conversion"
		}
	}

	option = {
		name = middle_east_decisions.0008.a
		trigger = {
			root.faith = scope:scoped_ruler.faith
		}
	}
	option = {
		name = middle_east_decisions.0008.b
		trigger = {
			root.faith != scope:scoped_ruler.faith
		}
	}
}

##################################################
# Zoroastrian High Priesthood has been re-established.
##################################################

middle_east_decisions.0009 = {
	type = character_event
	title = middle_east_decisions.0009.t
	desc = middle_east_decisions.0009.desc
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:new_priest
		animation = happiness
	}

	immediate = {
		play_music_cue = "mx_cue_faith_conversion"
		save_scope_as = scoped_ruler
		if = { #remove the HoF blocker for all Zoroastrian faiths
			limit = {
				religion = {
					any_faith = { has_doctrine = special_doctrine_not_allowed_to_hof }
				}
			}
			religion = {
				every_faith = {
					limit = {
						has_doctrine = special_doctrine_not_allowed_to_hof
					}
					remove_doctrine = special_doctrine_not_allowed_to_hof
				}
			}
		}
		if = { # Check if Temporal first.
			limit = {
				faith = { has_doctrine = doctrine_temporal_head }
			}
			save_scope_as = new_priest
		}
		else_if = { # Pick your chaplain first.
			limit = {
				exists = cp:councillor_court_chaplain
				cp:councillor_court_chaplain = { faith = scope:scoped_ruler.faith }
			}
			cp:councillor_court_chaplain = { save_scope_as = new_priest }
		}
		else = {
			hidden_effect = {
				create_character = {
					employer = root
					template = religious_leader_character
					random_traits = no
					save_scope_as = new_priest
					dynasty = generate
				}
			}
			scope:new_priest = {
				add_trait = education_learning_3
				add_trait = zealous
				add_trait = intellect_good_1
				random_list = {
					1 = { add_trait = lustful }
					1 = { add_trait = chaste }
					1 = { add_trait = wrathful }
					1 = { add_trait = diligent }
					1 = { add_trait = impatient }
					1 = { add_trait = arrogant }
					1 = { add_trait = humble }
					1 = { add_trait = gregarious }
				}
				random_list = {
					1 = { add_trait = honest }
					1 = { add_trait = ambitious }
					1 = { add_trait = just }
					1 = { add_trait = cynical }
					1 = { add_trait = zealous }
					1 = { add_trait = compassionate }
					1 = { add_trait = stubborn }
				}
			}
		}
		create_title_and_vassal_change = {
			type = created
			save_scope_as = change
			add_claim_on_loss = no
		}
		root.faith.religious_head_title = {
			change_title_holder = {
				holder = scope:new_priest
				change = scope:change
			}
		}
		resolve_title_and_vassal_change = scope:change
	}

	option = {
		name = middle_east_decisions.0009.a
		add_prestige = major_prestige_gain
		add_piety = major_piety_gain
		faith = {
			change_fervor = {
				value = 10
				desc = fervor_gain_priesthood_recreated
			}
		}
		if = { # Vassalize if possible/needed.
			limit = {
				highest_held_title_tier > scope:new_priest.highest_held_title_tier
				NOT = { scope:new_priest = { any_liege_or_above = { this = root } } }
			}
			create_title_and_vassal_change = {
				type = created
				save_scope_as = change
				add_claim_on_loss = no
			}
			scope:new_priest = {
				change_liege = {
					liege = root
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change
		}
		create_legend_seed = {
			type = holy
			quality = famed
			chronicle = priesthood_restoration
			properties = {
				founder = scope:new_priest
				faith = scope:new_priest.faith
				religion = scope:new_priest.religion
			}
		}
		hidden_effect = {
			every_player = {
				limit = {
					this != root
					OR = {
						faith.religion = root.faith.religion
						AND = {
							is_landed = yes
							capital_province = {
								OR = {
									geographical_region = world_middle_east
									geographical_region = world_persian_empire
								}
							}
						}
					}
				}
				trigger_event = middle_east_decisions.0010
			}
		}
	}
}

# Players notified.
middle_east_decisions.0010 = {
	type = character_event
	title = middle_east_decisions.0009.t
	desc = {
		first_valid = {
			# Zoroastrian Reaction
			triggered_desc = {
				trigger = {
					root.faith.religion = scope:scoped_ruler.faith.religion
				}
				desc = middle_east_decisions.0009.desc
			}
			# Muslim Reaction
			triggered_desc = {
				trigger = {
					root.faith.religion = faith:ashari.religion
				}
				desc = middle_east_decisions.0010.desc.muslims
			}
			# Everybody else
			triggered_desc = {
				trigger = {
					NOR = {
						root.faith.religion = scope:scoped_ruler.faith.religion
						root.faith.religion = faith:ashari.religion
					}
				}
				desc = middle_east_decisions.0010.desc.others
			}
		}
	}
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:new_priest
		animation = happiness
	}

	immediate = {
		#Zoroastrian characters get some chilled music.
		if = {
			limit = {
				faith = { religion_tag = zoroastrianism_religion }
			}
			play_music_cue = "mx_cue_faith_conversion"
		}
	}

	option = {
		name = middle_east_decisions.0010.a
		trigger = {
			root.faith.religion = scope:scoped_ruler.faith.religion
		}
	}
	option = {
		name = middle_east_decisions.0010.b
		trigger = {
			root.faith.religion != scope:scoped_ruler.faith.religion
		}
	}
	option = {
		name = middle_east_decisions.0010.c
		trigger = {
			NOR = {
				root.faith.religion = scope:scoped_ruler.faith.religion
				root.faith.religion = faith:ashari.religion
			}
		}
	}
}

##################################################
# The Saoshyant appears.
##################################################

middle_east_decisions.0011 = {
	type = character_event
	title = middle_east_decisions.0011.t
	desc = middle_east_decisions.0011.desc
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_faith_conversion"
		save_scope_as = scoped_ruler
		hidden_effect = {
			every_player = {
				limit = {
					this != root
					OR = {
						faith.religion = root.faith.religion
						AND = {
							is_landed = yes
							capital_province = {
								OR = {
									geographical_region = world_middle_east
									geographical_region = world_persian_empire
								}
							}
						}
					}
				}
				trigger_event = middle_east_decisions.0013
			}
		}
	}

	option = {
		name = middle_east_decisions.0011.a
		become_saoshyant_decision_effect = yes
	}

	after = {
		hidden_effect = {
			save_scope_as = saoshyant_progenitor
			every_child = {
				even_if_dead = yes
				trigger_event = middle_east_decisions.0012

				every_child = {
					even_if_dead = yes
					limit = {
						OR = {
							is_grandchild_of = scope:saoshyant_progenitor
							is_great_grandchild_of = scope:saoshyant_progenitor
						}
					}
					trigger_event = middle_east_decisions.0012

					every_child = {
						even_if_dead = yes
						limit = {
							OR = {
								is_grandchild_of = scope:saoshyant_progenitor
								is_great_grandchild_of = scope:saoshyant_progenitor
							}
						}
						trigger_event = middle_east_decisions.0012
					}
				}
			}
		}
	}
}

# Child of Saoshyant's line gains proper trait (fired on creation and on_birth).
middle_east_decisions.0012 = {
	type = character_event
	hidden = yes

	trigger = {
		OR = {
			AND = {
				mother ?= {
					OR = {
						has_trait = saoshyant
						has_trait = saoshyant_descendant
					}
				}
			}
			AND = {
				father ?= {
					OR = {
						has_trait = saoshyant
						has_trait = saoshyant_descendant
					}
				}
			}
			AND = {
				exists = scope:saoshyant_progenitor
				OR = {
					is_grandchild_of = scope:saoshyant_progenitor
					is_great_grandchild_of = scope:saoshyant_progenitor
				}
			}
		}
		NOR = {
			has_trait = saoshyant # Just in case the tree was horribly tangled...
			has_trait = saoshyant_descendant
		}
	}

	immediate = {
		add_trait = saoshyant_descendant
		every_child = {
			trigger_event = middle_east_decisions.0012
		}
	}
}

# Players notified.
middle_east_decisions.0013 = {
	type = character_event
	title = middle_east_decisions.0011.t
	desc = {
		first_valid = {
			# Zoroastrian Reaction
			triggered_desc = {
				trigger = {
					root.faith.religion = scope:scoped_ruler.faith.religion
				}
				desc = middle_east_decisions.0013.desc
			}
			# Muslim Reaction
			triggered_desc = {
				trigger = {
					root.faith.religion = faith:ashari.religion
				}
				desc = middle_east_decisions.0013.desc.muslims
			}
			# Everybody else
			triggered_desc = {
				trigger = {
					NOR = {
						root.faith.religion = scope:scoped_ruler.faith.religion
						root.faith.religion = faith:ashari.religion
					}
				}
				desc = middle_east_decisions.0013.desc.others
			}
		}
	}
	theme = faith
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_bold
	}

	immediate = {
		#Zoroastrian characters get some chilled music.
		if = {
			limit = {
				faith = { religion_tag = zoroastrianism_religion }
			}
			play_music_cue = "mx_cue_faith_conversion"
		}
		if = {
			limit = {
				faith = { religion_tag = islam_religion }
			}
			play_music_cue = "mx_cue_combat_2"
		}
		show_as_tooltip = {
			faith:ashari.religion = {
				every_faith = {
					limit = {
						any_independent_ruler = {
							faith = prev
							is_landed = yes
							capital_province = {
								OR = {
									geographical_region = world_middle_east
									geographical_region = world_persian_empire
								}
							}
						}
					}
					change_fervor = {
						value = -15
						desc = fervor_loss_saoshyant
					}
				}
			}
		}
	}

	option = {
		name = middle_east_decisions.0013.a
		trigger = {
			root.faith.religion = scope:scoped_ruler.faith.religion
		}
	}
	option = {
		name = middle_east_decisions.0013.b
		trigger = {
			root.faith.religion != scope:scoped_ruler.faith.religion
		}
	}
	option = {
		name = middle_east_decisions.0013.c
		trigger = {
			NOR = {
				root.faith.religion = scope:scoped_ruler.faith.religion
				root.faith.religion = faith:ashari.religion
			}
		}
	}
}

##################################################
# Create Sultanate of Rum
##################################################

middle_east_decisions.0014 = {
	type = character_event
	title = middle_east_decisions.0014.t
	desc = middle_east_decisions.0014.desc
	theme = realm
	left_portrait = {
		character = root
		animation = personality_greedy
	}
	right_portrait = {
		character = scope:roman_emperor
		animation = disbelief
	}
	lower_left_portrait = scope:former_liege

	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		save_scope_as = scoped_ruler
		if = {
			limit = { top_liege != this }
			liege = { save_scope_as = former_liege }
		}
		if = {
			limit = { exists = title:e_byzantium.holder }
			title:e_byzantium.holder = { save_scope_as = roman_emperor }
		}
		else_if = {
			limit = { exists = title:h_roman_empire.holder }
			title:h_roman_empire.holder = { save_scope_as = roman_emperor }
		}
		else_if = {
			limit = { exists = title:h_eastern_roman_empire.holder }
			title:h_eastern_roman_empire.holder = { save_scope_as = roman_emperor }
		}

		legend_seed_new_title_effect = yes
		# De jure shifts.

		# k_anatolia: d_cilicia d_cibyrrhaeot d_anatolia d_cappadocia
		# k_pontus: d_paphlagonia d_armeniac d_sebasteia d_charsianon d_chaldia
		# k_armenia: d_greater_armenia d_vaspurakan d_mesopotamia d_edessa
		hidden_effect = {
			title:d_cilicia = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_cibyrrhaeot = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_anatolia = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_cappadocia = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_paphlagonia = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_armeniac = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_sebasteia = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_charsianon = {
				set_de_jure_liege_title = title:k_rum
			}
			title:d_chaldia = {
				set_de_jure_liege_title = title:k_rum
			}
			every_held_title = { # Should shift all dejure of all Duchies owned at the time.
				title_tier = duchy
				set_de_jure_liege_title = title:k_rum
			}
		}
	}

	option = {
		name = middle_east_decisions.0014.a
		create_rum_scripted_effect = yes
		# Send narrative fluff to other players (if any).
		every_player = {
			limit = {
				this != root
				OR = {
					top_liege = scope:former_liege
					is_roman_emperor_trigger = yes
				}
			}
			trigger_event = middle_east_decisions.0015
		}
	}
}

middle_east_decisions.0015 = {
	type = character_event
	title = middle_east_decisions.0014.t
	desc = {
		first_valid = {
			# Liege's reaction.
			triggered_desc = {
				trigger = {
					this = scope:former_liege
				}
				desc = middle_east_decisions.0015.desc.liege
			}
			triggered_desc = {
				trigger = {
					is_roman_emperor_trigger = yes
				}
				desc = middle_east_decisions.0015.desc.romans
			}
			# Everybody else's.
			triggered_desc = {
				trigger = {
					this != scope:former_liege
				}
				desc = middle_east_decisions.0015.desc.others
			}
		}
	}
	theme = realm
	left_portrait = {
		character = scope:scoped_ruler
		animation = personality_greedy
	}
	right_portrait = {
		character = scope:former_liege
		animation = shock
	}

	immediate = {
		if = {
			limit = {
				this = scope:former_liege
			}
			show_as_tooltip = {
				add_prestige = major_prestige_loss
				add_unpressed_claim = title:k_rum #Give chance to retaliate
				add_opinion = {
					target = scope:scoped_ruler
					modifier = pretender_opinion
				}
			}
		}
	}

	option = {
		name = middle_east_decisions.0015.a
		trigger = {
			OR = {
				this = scope:former_liege
				is_roman_emperor_trigger = yes
			}
		}
	}
	option = {
		name = middle_east_decisions.0015.b
		trigger = {
			this != scope:former_liege
		}
	}
}

################
# Revive the Armenian Empire
# by Ewan Cowhig Croft
################

#The empire revived.
middle_east_decisions.1001 = {
	type = character_event
	title = middle_east_decisions.1001.t
	desc = middle_east_decisions.1001.desc
	theme = realm
	left_portrait = {
		character = scope:founder
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		revive_armenian_empire_decision_scripted_effect = yes
		legend_seed_new_title_effect = yes
	}

	#Take the nickname.
	option = {
		name = middle_east_decisions.1001.a
		give_nickname = nick_the_great
		add_prestige_experience = massive_fame_gain
	}
	#No thanks on the nickname, more prestige instead please.
	option = {
		name = middle_east_decisions.1001.b
		add_prestige_experience = monumental_fame_gain
	}
}

#Inform any players.
middle_east_decisions.1002 = {
	type = character_event
	title = middle_east_decisions.1001.t
	desc = middle_east_decisions.1002.desc
	theme = realm
	left_portrait = {
		character = scope:founder
		animation = personality_bold
	}

	immediate = {
		#Armenians, by faith or culture (and who are not rival emperors), get some happy muzak.
		if = {
			limit = {
				OR = {
					faith = faith:armenian_apostolic
					culture = culture:armenian
				}
				NOT = { highest_held_title_tier = tier_empire }
			}
			play_music_cue = "mx_cue_epic_sacral_moment"
		}
		#Empires get rivalry music.
		if = {
			limit = { highest_held_title_tier = tier_empire }
			play_music_cue = "mx_cue_combat_2"
		}
	}

	option = {
		name = { #Empires are less than impressed.
			trigger = {
				highest_held_title_tier = tier_empire
				NOR = {
					faith = faith:armenian_apostolic
					culture = culture:armenian
				}
			}
			text = middle_east_decisions.1002.a
		}
		name = { #Armenians by faith or by culture are pretty happy.
			trigger = {
				OR = {
					faith = faith:armenian_apostolic
					culture = culture:armenian
				}
				NOT = { highest_held_title_tier = tier_empire }
			}
			text = middle_east_decisions.1002.b
		}
		name = { #No one else thinks it'll last much longer than the last one.
			trigger = {
				NOR = {
					faith = faith:armenian_apostolic
					culture = culture:armenian
					highest_held_title_tier = tier_empire
				}
			}
			text = middle_east_decisions.1002.c
		}
	}
}

#################################
# Found the Empire of Beth Nahrain
# by Anna Johansson				
#################################

middle_east_decisions.1020 = {
	type = character_event
	title = middle_east_decisions.1020.t
	desc = middle_east_decisions.1020.desc
	theme = realm
	left_portrait = {
		character = root
		animation = ecstasy
	}

	immediate = {
		promote_culture_beth_nahrain_scripted_effect = yes
	}

	#Learning Focus
	option = { 
		name = middle_east_decisions.1020.a
		learning_beth_nahrain_scripted_effect = yes
	}

	#Martial Focus
	option = { 
		name = middle_east_decisions.1020.b
		martial_beth_nahrain_scripted_effect = yes
	}

	#Nestorian
	option = { 
		name = middle_east_decisions.1020.c
		trigger = {
			faith = faith:nestorian
		}
		nestorian_faith_beth_nahrain_scripted_effect = yes
	}

	#Non Nestorian
	option = { 
		name = middle_east_decisions.1020.d
		trigger = {
			NOT = {
				faith = faith:nestorian
				any_held_title = { is_head_of_faith = yes }
			}
		}
		no_faith_beth_nahrain_scripted_effect = yes
	}
}

###################
# Dar al-Islam
# By Emil Tisander
###################

# Creating the Dar al-Islam
middle_east_decisions.1100 = {
	type = character_event
	window = big_event_window
	title = middle_east_decisions.1100.t
	desc = middle_east_decisions.1100.desc
	theme = crown
	override_background = {
		trigger = {
			capital_county ?= {
				this != title:c_mecca
			}
		}
		reference = ep2_holy_site_mena
	}
	override_background = {
		trigger = {
			capital_county ?= {
				this = title:c_mecca
			}
		}
		reference = holy_site_mecca
	}
	override_effect_2d = { reference = legend_glow }
	left_portrait = {
		character = root
		animation = jockey_wave
		camera = camera_event_table_right
	}
	
	immediate = {
		create_dar_al_islam_effect = yes
	}
	
	option = {
		name = middle_east_decisions.1100.a
	}
}

# Notify players
middle_east_decisions.1101 = {
	type = character_event
	window = big_event_window
	title = middle_east_decisions.1100.t
	desc = {
		desc = middle_east_decisions.1101.intro
		desc = newline.desc
		first_valid = {
			triggered_desc = {
				trigger = { faith.religion = religion:islam_religion }
				desc = middle_east_decisions.1101.islam_desc
			}
			desc = middle_east_decisions.1101.other_desc
		}
	}
	theme = crown
	override_background = {
		trigger = {
			scope:dar_al_islam_ruler.capital_county ?= {
				this != title:c_mecca
			}
		}
		reference = ep2_holy_site_mena
	}
	override_background = {
		trigger = {
			scope:dar_al_islam_ruler.capital_county ?= {
				this = title:c_mecca
			}
		}
		reference = holy_site_mecca
	}
	override_effect_2d = { reference = legend_glow }
	left_portrait = {
		character = scope:dar_al_islam_ruler
		animation = jockey_wave
		camera = camera_event_table_right
	}
	
	immediate = {
		show_as_tooltip = {
			scope:dar_al_islam_ruler = {
				get_title = title:h_dar_al_islam
			}
		}
	}
	
	option = {
		name = {
			trigger = {
				faith.religion = religion:islam_religion
				top_liege = scope:dar_al_islam_ruler
			}
			text = middle_east_decisions.1101.a
		}
		name = {
			trigger = {
				faith.religion = religion:islam_religion
				top_liege != scope:dar_al_islam_ruler
			}
			text = middle_east_decisions.1101.b
		}
		name = {
			trigger = { faith.religion != religion:islam_religion }
			text = middle_east_decisions.1101.c
		}
	}
}

# Notify other Islamic head of faiths, and destroy their (now obsolete) head of faith title
middle_east_decisions.1102 = {
	type = character_event
	window = big_event_window
	title = middle_east_decisions.1100.t
	desc = {
		desc = middle_east_decisions.1101.intro
		desc = newline.desc
		desc = middle_east_decisions.1102.desc
	}
	theme = crown
	override_background = {
		trigger = {
			scope:dar_al_islam_ruler.capital_county ?= {
				this != title:c_mecca
			}
		}
		reference = ep2_holy_site_mena
	}
	override_background = {
		trigger = {
			scope:dar_al_islam_ruler.capital_county ?= {
				this = title:c_mecca
			}
		}
		reference = holy_site_mecca
	}
	override_effect_2d = { reference = legend_glow }
	left_portrait = {
		character = scope:dar_al_islam_ruler
		animation = jockey_wave
		camera = camera_event_table_right
	}
	
	immediate = {
		show_as_tooltip = {
			scope:dar_al_islam_ruler = {
				get_title = title:h_dar_al_islam
			}
		}
		if = {
			limit = { exists = var:old_hof_title }
			destroy_title = var:old_hof_title
			remove_variable = old_hof_title
		}
	}
	
	option = {
		name = middle_east_decisions.1102.a
	}
}
