﻿### Added Kingdom & Empire arbitrary conquest CBs
kingdom_conquest_cb = {
	icon = duchy_conquest_cb #EK TODO: add proper icon
	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 = {
		trigger_if = {
			limit = {
				culture = { has_innovation = innovation_provincial_governors }
				NOT = { government_has_flag = government_is_landless_adventurer }
			}
			might_makes_right_requires = { AMOUNT = 4 FLAG = flag:war }
		}
		trigger_else_if = {
			limit = {
				has_trait = dragonborn
				prestige_level >= 3
				dynasty ?= { has_dynasty_perk = dragonblood_legacy_3 }
			}
		}
		trigger_else = { always = no }
	}

	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
			}
		}
	}
	target_titles = all
	target_title_tier = kingdom
	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

		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 }
			}
		}
	}

	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
				}
			}
			if = {
				limit = {
					scope:attacker = {
						faith = { has_doctrine_parameter = dragonborn_conquest_cb_enabled }
						has_trait = dragonborn
					}
				}
				multiply = {
					value = 0.5
					desc = DB_CB_CONQUEST
				}
			}
			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
			#EK DISABLED
			#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
			#	}
			#}
			if = {
				limit = {
					scope:attacker = { government_has_flag = government_is_tribal }
				}
				multiply = {
					value = 0.5
					desc = CB_TRIBAL_COST
				}
			}
			if = {
				limit = {
					scope:attacker = {
						faith = { has_doctrine_parameter = dragonborn_conquest_cb_enabled }
						has_trait = dragonborn
					}
				}
				multiply = {
					value = 0.5
					desc = DB_CB_CONQUEST
				}
			}

			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_high_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 }
		#EK ADDITION: note the victory for artifact inspiration effect
		if = {
			limit = {
				scope:attacker.highest_held_title_tier = tier_kingdom
			}
			scope:attacker = { ek_remember_recent_conquest_victory_effect = yes }
		}
		#EK ADDITION END
		
		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_kingdom
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_kingdom }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_kingdom
					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_med_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

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

empire_conquest_cb = {
	icon = duchy_conquest_cb #EK TODO: add proper icon
	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 = {
		trigger_if = {
			limit = {
				culture = { has_innovation = innovation_rightful_ownership }
				NOT = { government_has_flag = government_is_landless_adventurer }
			}
			might_makes_right_requires = { AMOUNT = 5 FLAG = flag:war }
		}
		trigger_else_if = {
			limit = {
				has_trait = dragonborn
				prestige_level >= 3
				dynasty ?= { has_dynasty_perk = dragonblood_legacy_3 }
			}
		}
		trigger_else = { always = no }
	}

	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
			}
		}
	}
	target_titles = all
	target_title_tier = empire
	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

		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 }
			}
		}
	}

	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
			#EK DISABLED
			#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
			#	}
			#}
			if = {
				limit = {
					scope:attacker = { government_has_flag = government_is_tribal }
				}
				multiply = {
					value = 0.5
					desc = CB_TRIBAL_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 = 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_very_high_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 = major_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 }
		#EK ADDITION: note the victory for artifact inspiration effect
		if = {
			limit = {
				scope:attacker = {
					highest_held_title_tier = tier_empire
				}
			}
			scope:attacker = { ek_remember_recent_conquest_victory_effect = yes }
		}
		#EK ADDITION END
		
		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_empire
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_empire }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_empire
					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_empire
						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_high_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 = major_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

		# 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_very_high_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 = major_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 = "CONQUEST_WAR_NAME"
	war_name_base = "CONQUEST_WAR_NAME_BASE"
	cb_name = "CONQUEST_EMPIRE_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
}