﻿### EK NOTE: Removed references to vanilla regional innovations
### EK NOTE: Conquest CBs have been reworked: Characters whose culture has a specific inno and with enough fame/devotion can use the cb. Tribals and Warmonger (or other) faiths can use the cb regardless of the inno, but if they have it it reduces the mmr requirement by one
### EK NOTE: The 'culture = { has_cultural_parameter = cb_lower_prestige_level_requirement }' triggers have been put in 'mmr_requirement_level_change', as they effectively accomplish the same thing
### EK NOTE: Might want to check the interaction with Pursuit of Power? We'll see

county_conquest_cb = {
	icon = county_conquest_cb
	group = conquest

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

	###EK EDIT: Added Might Makes Right for arbitrary conquest cbs
	allowed_for_character = {
	#	can_use_conquest_cbs_trigger = yes
	#	NOT = {
	#		government_has_flag = government_is_landless_adventurer
	#	}
		trigger_if = {
			limit = {
				culture = { has_innovation = innovation_casus_belli }
				NOT = { government_has_flag = government_is_landless_adventurer }
			}
			might_makes_right_requires = { AMOUNT = 2 FLAG = flag:war }
		}
		trigger_else = { always = no }
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
			trigger_if = {
				limit = {
					government_has_flag = government_is_nomadic
				}
				scope:defender = {
					NOT = {
						government_has_flag = government_is_nomadic
					}
				}
			}
		}
	}
	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

		#EK DISABLED: No Romans
		# 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
		#}

		multiply = ek_war_ai_score_value #EK ADDITION: hook in our war values
	}

	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 = {
		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 = msg_county_conquest_war_invalidated_message
	on_invalidated = {}

	cost = {
		piety = {
			value = 0
			if = {
				limit = {
					scope:defender.faith = scope:attacker.faith
				}
				add = {
					value = 25
					desc = CB_SAME_FAITH_COST
				}
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 75
				}
			}
			multiply = common_cb_piety_cost_multiplier
		}
		prestige = {
			value = 0
			if = {
				limit = {
					NOT = { scope:defender.faith = scope:attacker.faith }
				}
				add = {
					value = 50
					desc = CB_COST_DIFFERENT_FAITH
				}
				add = {
					value = 5
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 100
				}
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = 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
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# 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 }

		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
				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 }

		# 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 = { 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

		# 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 = { 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

		# 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 = "CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "CONQUEST_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
}

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

	###EK EDIT: Added Might Makes Right for arbitrary conquest cbs
	allowed_for_character = {
	#	can_use_conquest_cbs_trigger = yes
	#	NOT = {
	#		government_has_flag = government_is_landless_adventurer
	#	}
		trigger_if = {
			limit = {
				culture = { has_innovation = innovation_chronicle_writing }
				NOT = { government_has_flag = government_is_landless_adventurer }
			}
			might_makes_right_requires = { AMOUNT = 3 FLAG = flag:war }
		}
		trigger_else = { always = no }
	}

	allowed_for_character_display_regardless = {
		#EK DISABLED: this conflicts with Might Makes Right prestige requirements
		trigger_if = {
			limit = {
				highest_held_title_tier >= tier_kingdom
			}
			prestige_level > -1
		}
		trigger_else = {
			#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
			}
			trigger_if = {
				limit = {
					government_has_flag = government_is_nomadic
				}
				scope:defender = {
					NOT = {
						government_has_flag = government_is_nomadic
					}
				}
			}
		}
	}
	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

		#EK DISABLED: No Romans
		# 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
		#}

		multiply = ek_war_ai_score_value #EK ADDITION: hook in our war values
	}

	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 = {
		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 = common_cb_impious_piety_cost
			if = {
				limit = {
					scope:defender.faith = scope:attacker.faith
				}
				add = {
					value = 100
					desc = CB_SAME_FAITH_COST
				}
				add = {
					value = 10
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 800
				}
			}
			multiply = common_cb_piety_cost_multiplier
		}
		prestige = {
			value = 0
			if = {
				limit = {
					NOT = { scope:defender.faith = scope:attacker.faith }
				}
				add = {
					value = 150
					desc = CB_COST_DIFFERENT_FAITH
				}
				add = {
					value = 10
					multiply = scope:attacker.realm_size
					desc = CB_REALM_SIZE_COST
					max = 800
				}
			}
			multiply = common_cb_prestige_cost_multiplier
			if = {
				limit = {
					scope:attacker.house = {
						OR = {
							has_house_modifier = fp2_struggle_hostility_house_culture_modifier
							has_house_modifier = fp2_struggle_hostility_house_combined_modifier
						}
					}
					any_in_global_list = {
						variable = fp2_struggle_ending_culture_list
						this = scope:attacker.culture
					}
					any_in_global_list = {
						variable = fp2_struggle_ending_culture_list
						this = scope:defender.culture
					}
				}
				divide = {
					value = 2
					desc = CB_COST_FP2_STRUGGLE_HOSTILITY_CULTURE_DISCOUNT
				}
			}
			if = {
				limit = {
					has_global_variable = fp2_struggle_compromise_ending
					any_in_global_list = {
						variable = fp2_struggle_ending_culture_list
						this = scope:attacker.culture
					}
					any_in_global_list = {
						variable = fp2_struggle_ending_culture_list
						this = scope:defender.culture
					}
				}
				multiply = {
					value = 2
					desc = CB_COST_FP2_STRUGGLE_COMPROMISE_MULTIPLIER
				}
			}
		}
	}

	on_declaration = {
		on_declared_war = 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
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# 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 }

		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
				change = scope:change
			}
		}

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

		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 }
		}

		# 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 = { 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

		# 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 = { 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

		# 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 = "CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "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
}

ducal_conquest_cb = {
	icon = county_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 = {
		has_perk = ducal_conquest_perk
		can_use_conquest_cbs_trigger = no
		NOR = {
			government_has_flag = government_is_landless_adventurer
			government_has_flag = government_is_nomadic
		}
	}

	allowed_against_character = {
		#scope:attacker = {
		#	ALL_FALSE = {
		#		top_liege = scope:defender.top_liege
		#		liege = scope:defender
		#	}
		#}
	}
	target_titles = neighbor_land
	target_title_tier = all
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	valid_to_start = {
		scope:target = {
			tier = tier_county
		}
		scope:attacker = { # The attacker has a County in an uncreated Duchy
			any_sub_realm_title = {
				tier = tier_county
				duchy = {
					is_title_created = no
					any_in_de_jure_hierarchy = {
						this = scope:target
					}
				}
			}
		}
	}

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

	should_invalidate = {
		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 = msg_county_conquest_war_invalidated_message

	on_invalidated = {
	}

	cost = {
		piety = {
			value = 0
			add = common_cb_impious_piety_cost
		}
		prestige = {
			value = 0
			if = {
				limit = {
					scope:attacker.primary_title.tier <= tier_county
				}
				add = {
					value = 50
					desc = CB_BASE_COST
				}
			}
			else = {
				add = {
					value = 100
					desc = CB_BASE_COST
				}
			}

			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = ducal_conquest_cb_victory_desc_attacker
			}
			desc = ducal_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# 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_low_effect = yes }

		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 titles with same or worse tolerance holders (their religion equaly or less tolerated than the defender's),
		# take the holder as vassal otherwise and don't go deeper
		every_in_list = {
			list = target_titles
			custom_tooltip = CONQUEST_CB_TITLE
			every_in_de_jure_hierarchy = {
				continue = {
					OR = {
						NOT = {
							exists = holder
						}
						NOT = {
							holder = {
								target_is_liege_or_above = scope:defender
							}
						}
						AND = {
							scope:attacker.faith = {
								faith_hostility_level_comparison = {
									prev.holder.faith <= scope:defender.faith
								}
							}
							holder = {
								OR = {
									this = scope:defender
									target_is_liege_or_above = scope:defender
								}
							}
						}
					}
					tier > tier_county
				}
				limit = {
					tier = tier_county
					exists = holder
					holder = {
						OR = {
							this = scope:defender
							target_is_liege_or_above = scope:defender
						}
					}
				}

				if = {
					limit = {
						OR = {
							scope:attacker.faith = {
								faith_hostility_level_comparison = {
									prev.holder.faith >= scope:defender.faith
								}
							}
							holder.primary_title.tier >= scope:attacker.primary_title.tier
						}
					}
					add_to_temporary_list = titles_taken
				}
				else = {
					holder = {
						add_to_temporary_list = vassals_taken
					}
				}
			}
		}

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

		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker
				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 }

		# 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 = ducal_conquest_cb_white_peace_desc_defender
			}
			desc = ducal_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
			}
		}

		# 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 scale values are identical
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		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 = ducal_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = ducal_conquest_cb_defeat_desc_attacker
			}
			desc = ducal_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_low_effect = yes }

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 2
			}
			add_prestige = {
				value = medium_prestige_value
				multiply = -1.0
			}
		}

		# 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

		# 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 = "DUCAL_CONQUEST_WAR_NAME"
	war_name_base = "DUCAL_CONQUEST_WAR_NAME_BASE"
	cb_name = "DUCAL_CONQUEST_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

	max_ai_diplo_distance_to_title = 1500

	#EK DISABLED: No Frankokratia
	#ai_score_mult = {
	#	#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
	#	}
	#}
}
#EK DISABLED
#ireland_laudabiliter_conquest_cb = {
#	icon = county_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 = {
#		exists = scope:attacker.house
#		scope:attacker.house = { #Laudabiliter modifier allows conquest on Ireland region.
#			has_house_modifier = ireland_laudabiliter_modifier
#		}
#	}
#
#	allowed_against_character = {
#		scope:attacker = {
#			ALL_FALSE = {
#				top_liege = scope:defender.top_liege
#				liege = scope:defender
#			}
#		}
#	}
#	target_titles = all
#	target_title_tier = all
#	target_de_jure_regions_above = yes
#	ignore_effect = change_title_holder
#	ai_only_against_neighbors = yes
#
#	valid_to_start = {
#		scope:target = {
#			tier = tier_county
#			scope:attacker.house = { #
#				has_house_modifier = ireland_laudabiliter_modifier
#			}
#			title_province = { geographical_region = custom_roman_hibernia }
#		}
#	}
#
#	allowed_for_character_display_regardless = {
#		# Struggle constraint
#		custom_tooltip = {
#			text = struggle_involvement_cb_check_failure
#			struggle_blocks_invasion_conquest_cb_trigger = yes
#		}
#	}
#
#	should_invalidate = {
#		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 = {
#	}
#
#	cost = {
#		piety = {
#			add = common_cb_impious_piety_cost
#			value = 0
#			if = {
#				limit = {
#					scope:defender.faith = scope:attacker.faith
#				}
#				add = {
#					value = 25
#					desc = CB_SAME_FAITH_COST
#				}
#			}
#			multiply = common_cb_piety_cost_multiplier
#		}
#		prestige = {
#			value = 0
#			if = {
#				limit = {
#					NOT = { scope:defender.faith = scope:attacker.faith }
#				}
#				add = {
#					value = 50
#					desc = CB_COST_DIFFERENT_FAITH
#				}
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#	}
#
#	on_victory_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:attacker = { is_local_player = yes } }
#				desc = ireland_laudabiliter_conquest_cb_victory_desc_attacker
#			}
#			triggered_desc = {
#				trigger = { scope:defender = { is_local_player = yes } }
#				desc = ireland_laudabiliter_conquest_cb_victory_desc_defender
#			}
#			desc = ireland_laudabiliter_conquest_cb_victory_desc
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		#EP2 accolade glory gain for winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		create_title_and_vassal_change = {
#			type = conquest
#			save_scope_as = change
#			add_claim_on_loss = yes
#		}
#		# go through the dejure hierarchy under target titles, transfer titles with same or worse tolerance holders #(their religion equaly or less tolerated than the defender's),
#		# take the holder as vassal otherwise and don't go deeper
#		every_in_list = {
#			list = target_titles
#			custom_tooltip = CONQUEST_CB_TITLE
#			every_in_de_jure_hierarchy = {
#				continue = {
#					OR = {
#						NOT = {
#							exists = holder
#						}
#						NOT = {
#							holder = {
#								target_is_liege_or_above = scope:defender
#							}
#						}
#						AND = {
#							scope:attacker.faith = {
#								faith_hostility_level_comparison = {
#									prev.holder.faith <= scope:defender.faith
#								}
#							}
#							holder = {
#								OR = {
#									this = scope:defender
#									target_is_liege_or_above = scope:defender
#								}
#							}
#						}
#					}
#					tier > tier_county
#				}
#				limit = {
#					tier = tier_county
#					exists = holder
#					holder = {
#						OR = {
#							this = scope:defender
#							target_is_liege_or_above = scope:defender
#						}
#					}
#				}
#
#				if = {
#					limit = {
#						OR = {
#							scope:attacker.faith = {
#								faith_hostility_level_comparison = {
#									prev.holder.faith >= scope:defender.faith
#								}
#							}
#							holder.primary_title.tier >= scope:attacker.primary_title.tier
#						}
#					}
#					add_to_temporary_list = titles_taken
#				}
#				else = {
#					holder = {
#						add_to_temporary_list = vassals_taken
#					}
#				}
#			}
#		}
#
#		every_in_list = {
#			list = titles_taken
#			change_title_holder = {
#				holder = scope:attacker
#				change = scope:change
#				take_baronies = yes
#			}
#		}
#
#		every_in_list = {
#			list = vassals_taken
#			change_liege = {
#				liege = scope:attacker
#				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 = ireland_laudabiliter_conquest_cb_white_peace_desc_defender
#			}
#			desc = ireland_laudabiliter_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
#			}
#		}
#
#		# 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
#		}
#
#		add_truce_white_peace_effect = yes
#	}
#
#	on_defeat_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:defender = { is_local_player = yes } }
#				desc = ireland_laudabiliter_conquest_cb_defeat_desc_defender
#			}
#			triggered_desc = {
#				trigger = {
#					scope:attacker = {
#						is_local_player = yes
#						has_targeting_faction = yes
#					}
#				}
#				desc = ireland_laudabiliter_conquest_cb_defeat_desc_attacker
#			}
#			desc = ireland_laudabiliter_conquest_cb_defeat_desc
#		}
#	}
#
#	on_defeat = {
#		scope:attacker = { show_pow_release_message_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 = {
#				value = medium_prestige_value
#				multiply = -1.0
#			}
#		}
#
#		# 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
#	}
#
#	on_invalidated_desc = msg_county_conquest_war_invalidated_message
#
#	transfer_behavior = transfer
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "LAUDABILITER_CONQUEST_WAR_NAME"
#	war_name_base = "LAUDABILITER_CONQUEST_WAR_NAME_BASE"
#	cb_name = "LAUDABILITER_CONQUEST_CB_NAME"
#
#	interface_priority = 80
#
#	use_de_jure_wargoal_only = yes
#
#	attacker_wargoal_percentage = 0.8
#	
#	max_defender_score_from_occupation = 150
#	max_attacker_score_from_occupation = 150
#
#	max_ai_diplo_distance_to_title = 500
#}

