﻿rd_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 = {
		NOT = {
			government_has_flag = government_is_landless_adventurer
		}
		# RD START
		trigger_if = {
			limit = {
				is_ai = yes
			}
			NOT = { government_has_flag = government_is_tribal }
			NOT = { government_has_flag = government_is_nomadic }
		}
	 #	NOT = {
     #       primary_title = {
     #           tier >= tier_kingdom
     #       }
     #   }
		has_trait = rd_gpt_conquest_era
		# RD END
	}

	allowed_against_character = {
		scope:attacker = {
			NOT = { liege = scope:defender }
		}
		# Defender must be bordering your realm.
		OR = {
			character_is_land_realm_neighbor = scope:attacker
			AND = {
				exists = scope:attacker.liege
				character_is_land_realm_neighbor = scope:attacker.liege
			}
		}
	}
	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 = {
		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 = 75
			if = {
				limit = {
					scope:defender.faith = scope:attacker.faith
				}
				add = {
					value = 75
					desc = CB_SAME_FAITH_COST
				}
			}
			if = {
				limit = {
					scope:defender.liege = scope:attacker.liege
				}
				add = {
					value = 75
					desc = CB_SAME_LIEGE
				}
			}
			add = {
				value = 10
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 100
			}
		}
		prestige = 50
	}

	on_declaration = {
		on_declared_war = yes

		debug_log = "rd_county_conquest_cb"
		debug_log_scopes = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					scope:attacker = { 
						is_local_player = yes 
						has_trait = ambitious
					} 
				}
				desc = rd_county_conquest_cb_victory_desc_attacker_ambitious
			}
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = rd_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 = "RD_CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "RD_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
}