﻿#train knight : succeed effect
el_landed_contrat_trait_knight_succeed_effect = {
	random = {
		chance = 50
		random_trait_in_category = {
			category = $CATEGORY$
			limit = { 
				scope:$INSTRUCTOR$ = { has_trait = prev } 
				NOT = { scope:$STUDENT$ = { has_trait = prev } }
				}
			save_scope_as = $TRAIT_GAIN$
		}
		if = { 
			limit = { exists = scope:$TRAIT_GAIN$ } 
			set_variable = {
				name = el_trait
				value = flag:yes
			}
		}
	}
	random = {
		chance = 10
		set_variable = {
			name = el_aspirant
			value = flag:yes
		}
	}
}

#train knight : gain effect
el_landed_contrat_trait_knight_prowess_aspirant_effect = {
	if = {
		limit = { has_variable = el_aspirant }
		if = {
			limit = { has_trait = lifestyle_blademaster }
			add_trait_xp = {
				trait = lifestyle_blademaster
				value =  20
			}
		}
		else = {
			add_trait = lifestyle_blademaster
		}
		add_prowess_skill = 2
	}
	else = {
		add_prowess_skill = 1
	}
	if = {
		limit = { has_variable = el_trait }
		if = {
			limit = { has_trait = scope:$TRAIT_GAIN$ }
			add_trait_xp = {
				trait = scope:$TRAIT_GAIN$
				value =  20
			}
		}
		else_if = {
			limit = { number_of_commander_traits < commander_trait_limit }
			add_trait = scope:$TRAIT_GAIN$
		}
	}
}


#debug
el_landed_debug = {
	if = {
		limit = {
			is_ai = yes
			is_ai = no
			has_character_flag = el_landed_regale_court_no_helmet
		}
		save_scope_as = train_gain
	}
}

#tutor child choose random event effect
el_landed_contract_tutor_child_event_choose_effect = {
	scope:el_adventurer_fin = {
		if = {
			limit = { 
				#NOT = { exists = scope:el_adventurer_fin.var:contractstate } 
				scope:el_adventurer_fin.var:contractstate = 0
			}
			set_variable = {
				name = el_child_event_1
				value = 1
			}
			set_variable = {
				name = el_child_event_2
				value = 2
			}
			set_variable = {
				name = el_child_event_3
				value = 3
			}
			set_variable = {
				name = el_child_event_4
				value = 4
			}
			set_variable = {
				name = el_child_event_5
				value = 5
			}
			scope:el_adventurer_fin.var:el_child_event_1 = {
				add_to_list = el_child_event_list
			}
			scope:el_adventurer_fin.var:el_child_event_2 = {
				add_to_list = el_child_event_list
			}
			scope:el_adventurer_fin.var:el_child_event_3 = {
				add_to_list = el_child_event_list
			}
			scope:el_adventurer_fin.var:el_child_event_4 = {
				add_to_list = el_child_event_list
			}
			scope:el_adventurer_fin.var:el_child_event_5 = {
				add_to_list = el_child_event_list
			}
			
		}
		random_in_list = {
			list = el_child_event_list
			save_scope_as = el_child_event
			scope:el_adventurer_fin = {
				set_variable = {
					name = el_child_event_trigger
					value = scope:el_child_event
				}
			}
			remove_from_list = el_child_event_list
		}			
	}
}

#tutor child gain from event succeed
el_landed_contract_tutor_child_event_gain_effect = {
	if = {
		limit = { scope:el_adventurer_fin.var:el_child_event_trigger = 1 }
		scope:el_child_fin = {
			add_diplomacy_skill = 1
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_child_event_trigger = 2 }
		scope:el_child_fin = {
			add_martial_skill = 1
			add_prowess_skill = 1
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_child_event_trigger = 3 }
		scope:el_child_fin = {
			add_stewardship_skill = 1
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_child_event_trigger = 4 }
		scope:el_child_fin = {
			add_intrigue_skill = 1
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_child_event_trigger = 5 }
		scope:el_child_fin = {
			add_learning_skill = 1
		}
	}
} 

#tutor child gain frain contract succeed 
el_landed_contract_tutor_child_event_gain_contract_succeed_effect = {
	if = {
		limit = {
			scope:el_adventurer_fin = { el_landed_tutor_education_trigger = yes }
			scope:el_child_fin = { has_focus = education_diplomacy }
		}
		scope:el_child_fin = {
			add_character_modifier = {
				modifier = fleeting_diplomacy_knowledge_modifier
				years = 15
			}
		}
	}
	else_if = {
		limit = {
			scope:el_adventurer_fin = { el_landed_tutor_education_trigger = yes }
			scope:el_child_fin = { has_focus = education_martial }
		}
		scope:el_child_fin = {
			add_character_modifier = {
				modifier = fleeting_martial_knowledge_modifier
				years = 15
			}
		}
	}
	else_if = {
		limit = {
			scope:el_adventurer_fin = { el_landed_tutor_education_trigger = yes }
			scope:el_child_fin = { has_focus = education_stewardship }
		}
		scope:el_child_fin = {
			add_character_modifier = {
				modifier = fleeting_stewardship_knowledge_modifier
				years = 15
			}
		}
	}
	else_if = {
		limit = {
			scope:el_adventurer_fin = { el_landed_tutor_education_trigger = yes }
			scope:el_child_fin = { has_focus = education_intrigue }
		}
		scope:el_child_fin = {
			add_character_modifier = {
				modifier = fleeting_intrigue_knowledge_modifier
				years = 15
			}
		}
	}
	else_if = {
		limit = {
			scope:el_adventurer_fin = { el_landed_tutor_education_trigger = yes }
			scope:el_child_fin = { has_focus = education_learning }
		}
		scope:el_child_fin = {
			add_character_modifier = {
				modifier = fleeting_learning_knowledge_modifier
				years = 15
			}
		}
	}
}

#des nei pick random country
el_landed_contract_des_nei_pick_county_effect = {
	scope:el_landed_des_nei_fin = {
		random_sub_realm_county = {
			limit = { 
				NOT = { has_variable = el_landed_des_nei_cournty_already }
				squared_distance = { target = scope:el_employer.capital_province value < el_squared_distance_max_travel }  
			}
			save_scope_as = el_land_des_nei_county
			holder ?= {
				if = {
					limit = {
						exists = top_liege 
						top_liege = scope:el_landed_des_nei_fin
						}
						save_scope_as = el_land_des_nei_county_holder
				}
			}
			random_county_province = {
				save_scope_as = el_land_des_nei_location

			}
		}	
	}
}


#des nei choose random event effect
el_landed_contract_des_nei_event_choose_effect = {
	scope:el_adventurer_fin = {
		set_variable = {
			name = el_des_nei_event_1
			value = 1
		}
		set_variable = {
			name = el_des_nei_event_2
			value = 2
		}
		set_variable = {
			name = el_des_nei_event_3
			value = 3
		}
		scope:el_adventurer_fin.var:el_des_nei_event_1 = {
			add_to_list = el_des_nei_event_list
		}
		scope:el_adventurer_fin.var:el_des_nei_event_2 = {
			add_to_list = el_des_nei_event_list
		}
		scope:el_adventurer_fin.var:el_des_nei_event_3 = {
			add_to_list = el_des_nei_event_list
		}			
		random_in_list = {
			list = el_des_nei_event_list
			save_scope_as = el_des_nei_event
			scope:el_adventurer_fin = {
				set_variable = {
					name = el_des_nei_event_trigger
					value = scope:el_des_nei_event
				}
			}
		}	
		every_in_list = {
			list = el_des_nei_event_list
			remove_from_list = el_des_nei_event_list
		}
	}
}


#des nei gain from event succeed
el_landed_contract_des_nei_event_gain_effect = {
	if = {
		limit = { scope:el_adventurer_fin.var:el_des_nei_event_trigger = 1 }
		scope:el_land_des_nei_county = {
			add_county_modifier = {
				modifier = el_landed_des_nei_county_raided_modifier
				days = 1825
			}
			set_variable = {
				name = el_landed_des_nei_cournty_already
				value = yes
				days = 1825
			}
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_des_nei_event_trigger = 2 }
		scope:el_land_des_nei_county = {
			add_county_modifier = {
				modifier = el_landed_des_nei_county_bandit_modifier
				days = 1825
			}
			set_variable = {
				name = el_landed_des_nei_cournty_already
				value = yes
				days = 1825
			}
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_des_nei_event_trigger = 3 }
		scope:el_land_des_nei_county = {
			add_county_modifier = {
				modifier = el_landed_des_nei_county_revolt_modifier
				days = 1825
			}
			set_variable = {
				name = el_landed_des_nei_cournty_already
				value = yes
				days = 1825
			}
		}
	}
}

#gain random gallowsbait
el_landed__gallowsbait_gain_effect = {
	if = {
		limit = { has_trait = gallowsbait }	
		add_trait_xp = { 
			trait = gallowsbait
			track = $TRACK$
			value = 15
		}
	}
	else_if = {
		limit = { NOT = { has_trait = gallowsbait } }
		random = {
			chance = 50
			set_variable = {
				name = el_gallowsbait
				value = flag:yes
			}
		}
	}
}


#regale court choose random event effect
el_landed_contract_regale_court_event_choose_effect = {
	scope:el_adventurer_fin = {
		if = {
			limit = { 
				#NOT = { exists = scope:el_adventurer_fin.var:contractstate } 
				scope:el_adventurer_fin.var:contractstate = 0
			}
			set_variable = {
				name = el_regale_court_event_1
				value = 1
			}
			set_variable = {
				name = el_regale_court_event_2
				value = 2
			}
			set_variable = {
				name = el_regale_court_event_3
				value = 3
			}
			set_variable = {
				name = el_regale_court_event_4
				value = 4
			}
			scope:el_adventurer_fin.var:el_regale_court_event_1 = {
				add_to_list = el_regale_court_event_list
			}
			scope:el_adventurer_fin.var:el_regale_court_event_2 = {
				add_to_list = el_regale_court_event_list
			}
			scope:el_adventurer_fin.var:el_regale_court_event_3 = {
				add_to_list = el_regale_court_event_list
			}
			scope:el_adventurer_fin.var:el_regale_court_event_4 = {
				add_to_list = el_regale_court_event_list
			}
			
		}
		random_in_list = {
			list = el_regale_court_event_list
			save_scope_as = el_regale_court_event
			scope:el_adventurer_fin = {
				set_variable = {
					name = el_regale_court_event_trigger
					value = scope:el_regale_court_event
				}
			}
			remove_from_list = el_regale_court_event_list
		}			
	}
}

# regale court remplace courtier if dead
el_landed_contract_regale_court_event_ifdead_effect = {
	scope:el_adventurer_fin = {
		if = {
			limit = { scope:el_landed_regale_court_follower_1 ?= { is_alive = no } }
			random_courtier = {
				limit = { is_adult = yes }
				save_scope_as = el_landed_regale_court_follower_1
			}
		}
		if = {
			limit = { scope:el_landed_regale_court_follower_2 ?= { is_alive = no } }
			random_courtier = {
				limit = { is_adult = yes 
						NOT = { this = scope:el_landed_regale_court_follower_1 }
				}
				save_scope_as = el_landed_regale_court_follower_2
			}
		}
	}
	scope:el_employer = {
		if = {
			limit = { scope:el_landed_regale_court_courtier_1 ?= { is_alive = no } }
			random_courtier = {
				limit = { is_adult = yes }
				save_scope_as = el_landed_regale_court_courtier_1
			}
		}
		if = {
			limit = { scope:el_landed_regale_court_courtier_2 ?= { is_alive = no } }
			random_courtier = {
				limit = { 
					is_adult = yes 
					NOT = { this = scope:el_landed_regale_court_courtier_1 }
				}
				save_scope_as = el_landed_regale_court_courtier_2
			}
		}
	}
}


#IMP DOM gain from event succeed
el_landed_contract_imp_dom_event_gain_effect = {
	if = {
		limit = { scope:el_adventurer_fin.var:el_des_nei_event_trigger = 1 }
		scope:el_landed_location_imp_dom_fin.county = {
			change_development_progress_with_overflow = 50
			add_county_modifier = {
				modifier = el_landed_imp_dom_county_infra_modifier
				days = 1825
			}
			set_variable = {
				name = el_landed_imp_dom_cournty_already
				value = yes
				days = 1825
			}
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_des_nei_event_trigger = 2 }
		scope:el_landed_location_imp_dom_fin.county = {
			change_county_control = 15
			add_county_modifier = {
				modifier = el_landed_imp_dom_county_colect_modifier
				days = 1825
			}
			set_variable = {
				name = el_landed_imp_dom_cournty_already
				value = yes
				days = 1825
			}
		}
	}
	if = {
		limit = { scope:el_adventurer_fin.var:el_des_nei_event_trigger = 3 }
		scope:el_landed_location_imp_dom_fin.county = {
			add_county_modifier = {
				modifier = el_landed_imp_dom_county_export_modifier
				days = 1825
			}
			set_variable = {
				name = el_landed_imp_dom_cournty_already
				value = yes
				days = 1825
			}
		}
		scope:el_employer = {
			add_gold = {
				value = medium_gold_value
				multiply = 1.5
			}
		}
	}
}

#con nei : succeed effect
el_landed_contrat_con_nei_succeed_effect = {
	random = {
		chance = 30
		set_variable = {
			name = el_con_nei_ruler
			value = flag:yes
		}
	}
}


#sup fac : spawn army effect 

el_landed_contrat_sup_fac_spawn_army_effect = {
	if = {
		limit = {
			scope:el_adventurer_fin = {
				number_of_maa_regiments > 0
				any_maa_regiment = {
					count > 0
					NOT = { is_unit_type = siege_weapon }
				}
			}
		}
		scope:el_adventurer_fin = {
			random_maa_regiment = {
				limit = { NOT = { is_unit_type = siege_weapon } }
				save_scope_as = el_landed_sup_fac_maa_scope
				save_scope_value_as = {
					name = el_landed_sup_fac_maa_size
					value = scope:el_landed_sup_fac_maa_scope.maa_size
				}
			}
		}
		##00_cultural_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = huscarl }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = landsknecht }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = longbowmen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = goedendag }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = gendarme }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = chasseur }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = picchieri }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = praetorian }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = caballero }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = monaspa }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = cataphract }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = hobelar }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = schiltron }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = metsanvartija }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = horse_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = ayyar }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = mubarizun }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = mulaththamun }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = archers_of_the_nile }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = paiks }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = druzhina }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = hussar }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = horn_warrior }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = bush_hunter }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = shomer }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = garudas }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = khandayat }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = mountaineer }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = sahel_horsemen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = guinea_warrior }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = sarawit }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = abudrar }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = zbrojnosh }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = palace_guards }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = shenbigong }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = guanch_vaulter }
		###00_fp3_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = asawira }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = tarkhan }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = zupin_warrior }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = tawashi }	
		###00_holy_order_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = teutonic_knights }
		###00_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = light_footmen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = bowmen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = light_horsemen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = pikemen_unit }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = armored_footmen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = armored_horsemen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = crossbowmen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = handgunners }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = house_guard }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = pikemen_militia }
		##00_regional_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = camel_rider }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = war_elephant }
		##01_acolades_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_skirmishers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_pikes }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_outriders }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_vanguards }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_lancers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_crossbowers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_cameliers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_elephantiers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_horse_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = accolade_maa_handgunners }
		###01_fp1_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = vigmen }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = bondi }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = varangian_veterans }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = jomsviking_pirates }
		###07_ep3_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = ayrudzi }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = conrois }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = akritai }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = ballistrai }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = skoutatoi }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = varangian_guards }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = handpicked_faithful }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = maa_bandits }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = maa_poachers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = maa_marauders }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = maa_thieves }
		###00_mpo_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = kheshig }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = steppe_raiders }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = heavy_horse_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = nomad_lancers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = mangudai }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = cataphract_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = maturkan_warriors }
		###10_tgp_maa_types
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = emishi_horse_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = japanese_horse_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = warrior_monks }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = fire_lancers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = gakgung_archers }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = ballista_elephant }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = pesilat_warriors }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = samurai }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = zhanmadao_infantry }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = tiefutu }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = burenjia }
		el_landed_contrat_sup_fac_spawn_army_maa_type_effect = { TYPE = rocket_carts }
		if = {
			limit = {
				 NOT = { exists = scope:debug_maa }
			}
			spawn_army = {
				name = el_landed_sup_fac_army_name
				levies = el_landed_sup_fac_levie_maa_value
				inheritable = no
				location = scope:el_landed_sup_fac_leader.capital_province
			}
		}
	}	
	else_if = {
		limit = {
			scope:el_adventurer_fin = {
				OR = {
					number_of_maa_regiments = 0
					NOT = {
						any_maa_regiment = {
							count > 0
							NOT = { is_unit_type = siege_weapon }
						}
					}
				}
			}
		}
		spawn_army = {
			name = el_landed_sup_fac_army_name
			levies = el_landed_sup_fac_levie_maa_value
			inheritable = no
			location = scope:el_landed_sup_fac_leader.capital_province
		}
	}
}

el_landed_contrat_sup_fac_spawn_army_maa_type_effect = {
	if = {
		limit = { 
			scope:el_landed_sup_fac_maa_scope ?= {
				is_maa_type = $TYPE$
			}
		}
		spawn_army = {
			name = el_landed_sup_fac_army_name
			levies = el_landed_sup_fac_levie_maa_value
			men_at_arms = {
				type = $TYPE$
				stacks = scope:el_landed_sup_fac_maa_size
			}
			inheritable = no
			location = scope:el_landed_sup_fac_leader.capital_province
		}
		scope:el_adventurer_fin = {	
			scope:el_landed_sup_fac_maa_scope = {
				destroy_maa_regiment = yes
			}
			save_scope_as = debug_maa
		}	
	}
}

