adventurer_beneficiary_county_conquest_cb = {
	icon = county_conquest_cb
	group = conquest

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

	allowed_for_character = {
		#can_use_conquest_cbs_trigger = yes
		is_landless_adventurer = yes
		scope:attacker = {
			var:val_beneficiary = {
				is_alive = yes
			}
		}
		exists = var:val_beneficiary
		NOT = { var:val_beneficiary = -1 } 
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
		scope:attacker = {
			var:val_beneficiary = {
				ALL_FALSE = {
					top_liege = scope:defender.top_liege
					liege = scope:defender
				}
			}
		}
		scope:attacker = {
			NOT = { var:val_beneficiary = scope:defender }
		}
	}
	
	target_titles = all
	target_title_tier = county
	ignore_effect = change_title_holder
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	ai_can_target_all_titles = {
		can_use_viking_invasion_cbs_trigger = yes
	}
	ai_score_mult = {
		value = viking_conquest_ai_score_value

		# As a feudal gov, do not attack owner of tribal holdings  if you have a tribal holding to convert already
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}

		# AI in struggles act insularly for wars that don't have a familial or legal basis.
		multiply = struggle_wars_prioritise_struggle_targets_value
		# Tell the Romans to stop going adventuring into the steppe for no gods-damned reason.
		multiply = byzantium_conquests_ai_score_value
		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	valid_to_start = {
		scope:target = {
			neighboring_county_or_viking_conquest_trigger = { CHARACTER = root }
		}
	}

	allowed_for_character_display_regardless = {
		# Struggle constraint - Note: This is the CB you get in FP2 opportunity, if you need to debug, test it here first.
		custom_tooltip = {
			text = struggle_involvement_cb_check_failure
			struggle_blocks_invasion_conquest_cb_trigger = yes
		}
	}

	should_invalidate = {
		OR = {
			scope:attacker = {
				var:val_beneficiary = {
					is_alive = no
				}
			}
			NOT = {
				any_in_list = {
					list = target_titles
					any_in_de_jure_hierarchy = {
						tier = tier_county
						holder = {
							OR = {
								this = scope:defender
								target_is_liege_or_above = scope:defender
							}
						}
					}
				}
			}
		}
	}

	on_invalidated_desc = adventurers_beneficiary_msg_county_conquest_war_invalidated_message
	on_invalidated = {}

	cost = {
		piety = {
			add = ep3_laamp_invasion_base_piety_cost
			multiply = common_cb_piety_cost_multiplier
			multiply = common_claim_reduction_cost_multiplier_core
			multiply = 0.75 #Half it for Counties
		}
		prestige = {
			value = ep3_laamp_invasion_cb_cost
			multiply = common_cb_prestige_cost_multiplier
			multiply = common_claim_reduction_cost_multiplier_core
			multiply = 0.75
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = adventurers_beneficiary_county_conquest_cb_victory_desc_attacker
			}
			desc = adventurers_beneficiary_county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = {
			add_prestige = {
				value = 75
				multiply = 1.0
			}
			add_dynasty_prestige = { 
				value = 7
				multiply = 1.0
			}
		}
		scope:attacker = { show_pow_release_message_effect = yes }

		# Add opinion boost
		scope:attacker.var:val_beneficiary = {
			add_opinion = {
				target = scope:attacker
				modifier = benficiary_war_county_won_opinion
			}
		}
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# Influence
		add_influence_attacker_victory_effect = yes

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


		scope:attacker.var:val_beneficiary = {
			create_title_and_vassal_change = {
				type = conquest
				save_scope_as = change
				add_claim_on_loss = yes
			}
		}
		
		# EP3 Laamp possibility warning
		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }

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

		resolve_title_and_vassal_change = scope:change 
		

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


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

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }
	}

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

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

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

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

		add_truce_white_peace_effect = yes
	}

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

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

		# Influence
		add_influence_attacker_defeat_effect = yes

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

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

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

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

		add_truce_attacker_defeat_effect = yes

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

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "ADVENTURERS_BENEFICIARY_WAR_NAME"
	war_name_base = "ADVENTURERS_BENEFICIARY_WAR_NAME_BASE"
	cb_name = "ADVENTURERS_BENEFICIARY_COUNTY_CB_NAME"
	

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

adventurer_beneficiary_duchy_conquest_cb = {
	icon = duchy_conquest_cb
	group = conquest

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

	allowed_for_character = {
		is_ai = no
		#can_use_conquest_cbs_trigger = yes
		is_landless_adventurer = yes
		scope:attacker = {
			var:val_beneficiary = {
				is_alive = yes
			}
		}
		exists = var:val_beneficiary
		NOT = { var:val_beneficiary = -1 } 
	}

	allowed_for_character_display_regardless = {
		trigger_if = {
			limit = {
				government_has_flag = government_is_clan
				house ?= {
					has_house_unity_stage = antagonistic
				}
				culture = {
					has_cultural_parameter = cb_lower_prestige_level_requirement
				}
			}
			prestige_level >= 1
		}
		trigger_else_if = {
			limit = {
				OR = {
					AND = {
						government_has_flag = government_is_clan
						house ?= {
							has_house_unity_stage = antagonistic
						}
					}
					culture = {
						has_cultural_parameter = cb_lower_prestige_level_requirement
					}
				}
			}
			prestige_level >= 2
		}
		trigger_else = {
			prestige_level >= 3
		}

		# Struggle constraint
		custom_tooltip = {
			text = struggle_involvement_cb_check_failure
			struggle_blocks_invasion_conquest_cb_trigger = yes
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
		scope:attacker = {
			var:val_beneficiary = {
				ALL_FALSE = {
					top_liege = scope:defender.top_liege
					liege = scope:defender
				}
			}
		}
		#scope:attacker = {
		#	var:val_oathholder = {
		#		any_claim = {
		#			holder = scope:defender
		#		}
		#	}
		#}
		scope:attacker = {
			NOT = { var:val_beneficiary = scope:defender }
		}
	}
	target_titles = all
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	ai_can_target_all_titles = {
		can_use_viking_invasion_cbs_trigger = yes
	}
	ai_score_mult = {
		value = viking_conquest_ai_score_value

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

		# AI in struggles act insularly for wars that don't have a familial or legal basis.
		multiply = struggle_wars_prioritise_struggle_targets_value
		# Tell the Romans to stop going adventuring into the steppe for no gods-damned reason.
		multiply = byzantium_conquests_ai_score_value
		multiply = muslim_invasions_prefer_nonmuslims_ai_score_value

		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	valid_to_start = {
		scope:target = {
			any_in_de_jure_hierarchy = {
				tier = tier_county
				neighboring_county_or_viking_conquest_trigger = { CHARACTER = root }
			}
		}
		scope:target = {
			trigger_if = {
				limit = {
					scope:attacker = {
						is_ai = yes
					}
				}
				any_in_de_jure_hierarchy = {
					continue = { tier > tier_county }
					count >= 2
					tier = tier_county
					holder ?= {
						OR = {
							this = scope:defender
							is_vassal_or_below_of = scope:defender
						}
					}
				}
			}
		}
	}

	should_invalidate = {
		OR = {
			scope:attacker = {
				var:val_beneficiary = {
					is_alive = no
				}
			}
			NOT = {
				any_in_list = {
					list = target_titles
					any_in_de_jure_hierarchy = {
						tier = tier_county
						holder = {
							target_is_same_character_or_above = scope:defender
						}
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message

	on_invalidated = {
	}

	cost = {
		piety = {
			add = ep3_laamp_invasion_base_piety_cost
			multiply = common_cb_piety_cost_multiplier
			multiply = common_claim_reduction_cost_multiplier_core
			multiply = 0.75 #Half it for Counties
		}
		prestige = {
			value = ep3_laamp_invasion_cb_cost
			multiply = common_cb_prestige_cost_multiplier
			multiply = common_claim_reduction_cost_multiplier_core
			multiply = 0.75
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = adventurers_beneficiary_county_conquest_cb_victory_desc_attacker
			}
			desc = adventurers_beneficiary_county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = {
			add_prestige = {
				value = 200
				multiply = 1.0
			}
			add_dynasty_prestige = { 
				value = 20
				multiply = 1.0
			}
		}
		scope:attacker = { show_pow_release_message_effect = yes }

		# Add opinion boost
		scope:attacker.var:val_beneficiary = {
			add_opinion = {
				target = scope:attacker
				modifier = benficiary_war_duchy_won_opinion
			}
		}
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

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

		scope:attacker.var:val_beneficiary = {
			create_title_and_vassal_change = {
				type = conquest
				save_scope_as = change
				add_claim_on_loss = yes
			}
		}

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

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

			conquest_cb_title_transfer = {
				RELIGIOUS_WAR = no
			}
		}

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

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

		# Transfer the duchy title to the beneficiary
		every_in_list = {
			list = target_titles
			limit = { tier = tier_duchy }
			change_title_holder = {
				holder = scope:attacker.var:val_beneficiary
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

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

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

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_duchy }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
					holder = scope:defender
				}
			}
			if = {
				limit = {
					scope:defender = {
						any_held_title = {
							tier = tier_county
							NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
						}
					}
				}
				custom_tooltip = conquest_title_not_transferred_tt
			}
			else = { custom_tooltip = conquest_title_destroyed_tt }
		}
		else = {
			if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier = tier_duchy
						is_title_created = yes
					}
				}
				custom_tooltip = conquest_title_usurp_tt
			}
			else = { custom_tooltip = conquest_title_create_tt }
		}
	}

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

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

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

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

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


		add_truce_white_peace_effect = yes
	}

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

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

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

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

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

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

		add_truce_attacker_defeat_effect = yes

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

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "ADVENTURERS_BENEFICIARY_CONQUEST_WAR_NAME"
	war_name_base = "ADVENTURERS_BENEFICIARY_CONQUEST_WAR_NAME_BASE"
	cb_name = "ADVENTURERS_BENEFICIARY_CONQUEST_DUCHY_CB_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

adventurer_beneficiary_kingdom_invasion = {
	icon = invasion
	group = invasion

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

	allowed_for_character = { 
		is_ai = no
		#can_use_conquest_cbs_trigger = yes
		is_landless_adventurer = yes
		scope:attacker = {
			var:val_beneficiary = {
				is_alive = yes
			}
		}
		exists = var:val_beneficiary
		NOT = { var:val_beneficiary = -1 } 
		#Ensure they actually have a kingdom title
		scope:defender.highest_held_title_tier >= tier_kingdom
	}

	allowed_for_character_display_regardless = {
		trigger_if = {
			limit = {
				culture = {
					has_cultural_parameter = cb_lower_prestige_level_requirement
				}
			}
			prestige_level >= 3
		}
		trigger_else = {
			prestige_level >= 4
		}
		ep3_adventurer_invasion_allowed_for_character_display_regardless_trigger = yes
	}

	allowed_against_character = { ep3_adventurer_landless_allowed_against_character_trigger = yes }

	allowed_against_character_display_regardless = {
		scope:attacker = {
			trigger_if = {
				limit = {
					ep3_adventurer_invasion_sponsorship_applies_trigger = yes 
					var:adventurer_invasion_supporter.highest_held_title_tier < tier_empire
				}
				scope:defender.primary_title = { tier < tier_kingdom }
			}
		}
	}

	target_titles = all
	target_title_tier = kingdom
	target_de_jure_regions_above = no #Don't want to try to take de jure Kingdoms
	ignore_effect = change_title_holder

	ai_can_target_all_titles = { always = yes }
	ai_score_mult = {
		value = ep3_laamp_invasion_ai_targeting_value
		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	valid_to_start = {
		scope:target = {
			any_in_de_jure_hierarchy = {
				count >= 1
				tier = tier_county
			}
			# Also make sure you can't war for, like, the Papal States
			trigger_if = {
				limit = { holder.faith ?= root.faith }
				NOT = {
					holder ?= { is_theocratic_lessee = yes }
				}
			}
			trigger_if = {
				limit = {
					scope:attacker = { is_ai = yes }
				}
				any_in_de_jure_hierarchy = {
					continue = { tier > tier_county }
					count >= 8
					tier = tier_county
					holder ?= {
						OR = {
							this = scope:defender
							is_vassal_or_below_of = scope:defender
						}
					}
				}
			}
		}
	}

	should_invalidate = {
		OR = {
			scope:attacker = {
				var:val_beneficiary = {
					is_alive = no
				}
			}
			ep3_adventurer_landless_should_invalidate_trigger = yes 
		}
	}

	on_invalidated_desc = msg_duchy_conquest_war_invalidated_message #Re-use
	
	on_invalidated = {}

	cost = {
		piety = {
			add = ep3_laamp_invasion_base_piety_cost
			multiply = common_cb_piety_cost_multiplier
			multiply = common_claim_reduction_cost_multiplier_core
			multiply = 0.75 #Half it for Counties
		}
		prestige = {
			value = ep3_laamp_invasion_cb_cost
			multiply = common_cb_prestige_cost_multiplier
			multiply = common_claim_reduction_cost_multiplier_core
			multiply = 0.75
		}
	}

	on_declaration = {
		on_declared_war = yes
		scope:attacker.var:adventurer_invasion_supporter ?= { save_scope_as = supporter }
		if = {
			limit = { ep3_adventurer_sponsorship_valid_trigger = yes }
			scope:attacker = {
				# Save scopes and cleanup variables
				set_variable = {
					name = adventurer_invasion_supporter
					value = scope:attacker.var:adventurer_invasion_supporter
				}
				scope:war ?= {
					set_variable = {
						name = adventurer_invasion_supporter
						value = scope:attacker.var:adventurer_invasion_supporter
					}
				}
				scope:attacker.var:adventurer_invasion_supporter ?= {
					set_variable = {
						name = adventurer_invasion_supportee
						value = scope:attacker
					}
				}
				# Opinion loss
				reverse_add_opinion = {
					target = scope:defender
					modifier = sponsored_laamp_invasion_against_me_opinion
				}
				# Support
				send_interface_toast = {
					type = msg_troops_gained
					title = ep3_laamp_sponsor_troops_tt
					left_icon = scope:supporter
					right_icon = scope:defender
					if = {
						limit = { exists = scope:supporter.var:adventurer_invasion_request_soldiers }
						capital_barony = { save_scope_as = capital_barony }
						spawn_army = {
							men_at_arms = {
								type = armored_footmen
								stacks = 3
							}
							men_at_arms = {
								type = accolade_maa_archers
								stacks = 4
							}
							men_at_arms = {
								type = armored_horsemen
								stacks = 2
							}
							levies = 100
							inheritable = yes
							location = scope:attacker.capital_province
							war = scope:war
							war_keep_on_attacker_victory = yes
							save_scope_as = new_army
							name = ep3_laamp_invasion_event_army
						}
						scope:supporter = { remove_variable = adventurer_invasion_request_soldiers }
					}
					if = {
						limit = { exists = scope:supporter.var:adventurer_invasion_join_war }
						scope:war ?= { add_attacker = scope:supporter }
						scope:supporter = { remove_variable = adventurer_invasion_join_war }
					}
				}
			}
		}
		else_if = {
			limit = {
				OR = {
					scope:supporter ?= scope:defender
					scope:supporter.top_liege ?= scope:defender.top_liege
				}
			}
			scope:attacker = { ep3_laamp_supporter_invalidated_effect = yes }
		}
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:attacker = { is_local_player = yes }
				}
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:attacker.var:adventurer_invasion_supporter
					ep3_adventurer_sponsorship_valid_trigger = no
				}
				desc = {
					desc = ep3_laamp_sponsor_no_support_tt
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= { var:adventurer_invasion_target != scope:defender }
						}
						desc = ep3_laamp_sponsor_target_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								OR = {
									this = scope:defender
									top_liege = scope:defender.top_liege
								}
							}
						}
						desc = ep3_laamp_sponsor_defender_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= { is_allied_to = scope:defender }
						}
						desc = ep3_laamp_sponsor_ally_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= { is_spouse_of = scope:defender }
						}
						desc = ep3_laamp_sponsor_spouse_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								NOT = { this = scope:defender }
								is_close_family_of = scope:defender
								opinion = {
									target = scope:defender
									value >= -25
								}
							}
						}
						desc = ep3_laamp_sponsor_family_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								OR = {
									has_relation_friend = scope:defender
									has_relation_lover = scope:defender
								}
							}
						}
						desc = ep3_laamp_sponsor_relation_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								any_character_war = {
									primary_attacker = scope:attacker.var:adventurer_invasion_supporter
									primary_defender = scope:defender
								}
							}
						}
						desc = ep3_laamp_sponsor_attacking_tt
					}
					triggered_desc = {
						trigger = {
							scope:attacker.var:adventurer_invasion_supporter ?= {
								NOT = { in_diplomatic_range = scope:defender }
							}
						}
						desc = ep3_laamp_sponsor_range_tt
					}
				}
			}
			triggered_desc = {
				trigger = {
					exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war
					exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers
				}
				desc = ep3_laamp_sponsor_support_both_tt
			}
			triggered_desc = {
				trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_join_war }
				desc = ep3_laamp_sponsor_support_join_tt
			}
			triggered_desc = {
				trigger = { exists = scope:attacker.var:adventurer_invasion_supporter.var:adventurer_invasion_request_soldiers }
				desc = ep3_laamp_sponsor_support_soldiers_tt
			}
			triggered_desc = {
				trigger = {
					exists = scope:attacker.var:adventurer_invasion_supporter
					ep3_adventurer_sponsorship_valid_trigger = yes
				}
				desc = ep3_laamp_sponsor_support_tt
			}
		}
	}

	on_victory = {
		scope:attacker = {
			add_prestige = {
				value = 500
				multiply = 1.0
			}
			add_dynasty_prestige = { 
				value = 50
				multiply = 1.0
			}
		}
		# Add opinion boost
		scope:attacker.var:val_beneficiary = {
			add_opinion = {
				target = scope:attacker
				modifier = benficiary_war_kingdom_won_opinion
			}
		}
		scope:attacker.var:val_beneficiary = {
			# Save target
			ordered_in_list = {
				list = target_titles
				order_by = tier
				save_scope_as = target
			}
			ep3_become_landed_warning_effect = {
				TITLE_RECEIVER = scope:attacker.var:val_beneficiary
				TITLE_GIVER = scope:defender
				TITLE = scope:target
			}
			scope:defender = {
				every_held_title = {
					limit = { kingdom ?= scope:target }
					add_to_list = target_titles
				}
				# Ensure at least some land is taken
				if = {
					limit = {
						NOT = {
							any_in_list = {
								list = target_titles
								tier = tier_county
							}
						}
					}
					random_sub_realm_county = {
						limit = { kingdom = scope:target }
						add_to_list = target_titles
					}
				}
			}
			every_in_list = {
				list = vassals_taken
				change_liege = {
					liege = scope:attacker.var:val_beneficiary
					change = scope:change
				}
			}
			# Organise general results for the attacker.
			if = {
				limit = { ep3_adventurer_invasion_sponsorship_applies_trigger = yes }
				var:adventurer_invasion_supporter = { save_scope_as = supporter }
				ep3_laamp_support_variable_cleanup_effect = yes
				conquest_supporter_memory_variable_effect = yes
			}

			ep3_landless_invasion_titles_taken_effect = {
				TITLE_GIVER = scope:defender
				TITLE_RECEIVER = scope:attacker.var:val_beneficiary
				TITLE = scope:target
				TITLE_LIST = target_titles
			}
			## Seizing control so things *vaguely* work.
			custom_tooltip = fp1_varangian_adventurer_conquest.summaries.control_rebate
			scope:attacker.var:val_beneficiary = { trigger_event = fp1_varangian_adventures.0001 }
			## And giving them a gold bounty to keep them afloat.
			scope:attacker.var:val_beneficiary = { 
				add_gold = {
					value = varangian_adventures_bounty_amount_value
					multiply = 0.5 #Half it for counties
				}
			}
			# Finally, general cleanup.
			ep3_become_landed_cleanup_effect = yes
			# Prestige Progress for the Attacker
			add_prestige_experience = major_prestige_value #More for kingdoms
		}

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

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

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		#scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

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

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

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

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

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

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

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

		add_truce_white_peace_effect = yes

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

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

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

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

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 4 #More for kingdoms
			}
			add_prestige = {
				value = massive_prestige_value #More for kingdoms
				multiply = -1.0
			}
		}

		# Prestige for Defender
		scope:defender = {
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = massive_prestige_value #More for kingdoms
			}
		}

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

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}

		on_lost_aggression_war_discontent_loss = yes

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

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "ADVENTURERS_BENEFICIARY_KINGDOM_WAR_NAME"
	war_name_base = "ADVENTURERS_BENEFICIARY_KINGDOM_WAR_NAME_BASE"
	cb_name = "ADVENTURERS_BENEFICIARY_CB_KINGDOM_NAME"

	interface_priority = 79

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_attacker_score_from_battles = 75

	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

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

	#target_top_liege_if_outside_realm = no # In case of Adventurers starting this war

	allow_hostages = no
	allowed_for_character = {
		scope:attacker = {
			is_ai = no
			#NOT = { government_allows = administrative }
			is_landless_adventurer = yes
			exists = var:val_beneficiary
			var:val_beneficiary = {is_alive = yes}
		}
	}
	allowed_against_character = {
		scope:attacker.var:val_beneficiary = {
			liege = scope:defender
		}
	}

	cost = {
		piety = {
			value = 0
			add = common_cb_impious_piety_cost
		}
		prestige = {
			value = 0
			add = {
				value = 100
				desc = CB_BASE_COST
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	should_invalidate = {
		scope:attacker = {
			var:val_beneficiary = {
				is_alive = no
			}
		}
	}

	on_declaration = {
		on_declared_war = yes
		# Remove offending HumSac modifiers.
		scope:attacker = {
			hidden_effect = { fp1_remove_humsac_offended_counties_effect = yes }
		}
	}

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

	}

	on_victory = {
		scope:attacker = {
			add_prestige = {
				value = 25
				multiply = 1.0
			}
			add_dynasty_prestige = { 
				value = 2
				multiply = 1.0
			}
		}
		scope:attacker = { show_pow_release_message_effect = yes }

		# Add opinion boost
		scope:attacker.var:val_beneficiary = {
			add_opinion = {
				target = scope:attacker
				modifier = benficiary_war_independence_won_opinion
			}
		}

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

		scope:attacker = {
			add_character_flag = ai_should_not_transfer
		}
		scope:attacker.var:val_beneficiary = {
			create_title_and_vassal_change = {
				type = independency
				save_scope_as = change
			}
		}
		scope:attacker.var:val_beneficiary = {
			change_liege_or_become_independent = {
				CHANGE = scope:change
				VASSAL = this
			}

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

		scope:defender = {

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

		# LEGITIMACY FROM LOSING FACTION WAR
		faction_war_end_defeat_legitimacy_effect = yes

		resolve_title_and_vassal_change = scope:change

	}

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

	}

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

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

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

	}

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

			# LEGITIMACY FROM WINNING FACTION WAR
			faction_war_end_victory_legitimacy_effect = yes
		}

		scope:attacker = {
			hard_imprison_character_effect = {
				TARGET = this
				IMPRISONER = scope:defender
			}
			scope:defender = {
				add_opinion = {
					target = prev
					modifier = vassal_lost_faction_revolt_war
				}
			}
		}
	}

	on_invalidated_desc = msg_invalidate_war_title

	check_defender_inheritance_validity = no

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	transfer_behavior = transfer

	war_name = "ADVENTURERS_BENEFICIARY_INDEPENDENCE_WAR_NAME"

	interface_priority = 120

	attacker_wargoal_percentage = 0.8

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

	max_ai_diplo_distance_to_title = 500
}