
namespace = marauder

# Hire Leader
country_event = {
	id = marauder.40
	title = "marauder_diplo_header"
	desc = {
		text = marauder.40.1.desc
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 }
		}
	}
	desc = {
		text = marauder.40.2.desc
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 }
		}
	}
	desc = {
		text = marauder.40.3.desc
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 }
		}
	}
	diplomatic = yes
	picture_event_data = {
		portrait = event_target:current_marauder_diplomacy
		room = "marauder_room"
	}
	is_triggered_only = yes

	### Marauder 1

	# Hire Admiral
	option = {
		name = marauder.40.1.a
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 }
		}
		allow = {
			resource_stockpile_compare = { resource = energy value >= @leaderallow }
		}
		add_resource = { energy = @leadercost }
		custom_tooltip = hire_admiral_merc
		hidden_effect = {
			create_leader = {
				class = commander
				species = event_target:marauder_species
				name = random
				event_leader = yes
				skill = 3
				leader_age_min = 25
				leader_age_max = 35
				traits = {
					0 = leader_trait_mercenary_warrior
					0 = leader_trait_resilient
					1 = leader_trait_unyielding
					2 = leader_trait_aggressive
					3 = leader_trait_eager
				}
				background_ethic = "ethic_militarist"
				skip_background_generation = yes
				custom_description = "custom_mercenary_admiral_desc"
			}
			last_created_leader = {
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 } }
					set_leader_flag = hired_merc_leader_1
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 } }
					set_leader_flag = hired_merc_leader_2
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 } }
					set_leader_flag = hired_merc_leader_3
				}
			}
		}
		response_text = marauder.40.a.response
		is_dialog_only = yes
	}
	# Hire General
	option = {
		name = marauder.40.2.a
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 }
		}
		allow = {
			resource_stockpile_compare = { resource = energy value >= @leaderallow }
		}
		add_resource = { energy = @leadercost }
		custom_tooltip = hire_general_merc
		hidden_effect = {
			create_leader = {
				class = commander
				species = event_target:marauder_species
				name = random
				event_leader = yes
				skill = 3
				leader_age_min = 25
				leader_age_max = 35
				traits = {
					0 = leader_trait_mercenary_warrior
					0 = leader_trait_resilient
					1 = leader_trait_restrained
					2 = trait_ruler_logistic_understanding_2
					3 = leader_trait_army_veteran
				}
				background_ethic = "ethic_militarist"
				skip_background_generation = yes
				custom_description = "custom_mercenary_admiral_desc"
			}
			last_created_leader = {
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 } }
					set_leader_flag = hired_merc_leader_1
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 } }
					set_leader_flag = hired_merc_leader_2
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 } }
					set_leader_flag = hired_merc_leader_3
				}
			}
		}
		response_text = marauder.40.a.response
		is_dialog_only = yes
	}

	### Marauder 2

	# Hire Admiral
	option = {
		name = marauder.40.1.a
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 }
		}
		allow = {
			resource_stockpile_compare = { resource = energy value >= @leaderallow }
		}
		add_resource = { energy = @leadercost }
		custom_tooltip = hire_admiral_merc
		hidden_effect = {
			create_leader = {
				class = commander
				species = event_target:marauder_species
				name = random
				event_leader = yes
				skill = 3
				leader_age_min = 25
				leader_age_max = 35
				traits = {
					0 = leader_trait_mercenary_warrior
					0 = leader_trait_resilient
					1 = leader_trait_cautious
					2 = leader_trait_trickster
					3 = leader_trait_adaptable
				}
			}
			last_created_leader = {
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 } }
					set_leader_flag = hired_merc_leader_1
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 } }
					set_leader_flag = hired_merc_leader_2
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 } }
					set_leader_flag = hired_merc_leader_3
				}
			}
		}
		response_text = marauder.40.b.response
		is_dialog_only = yes
	}
	# Hire General
	option = {
		name = marauder.40.2.a
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 }
		}
		allow = {
			resource_stockpile_compare = { resource = energy value >= @leaderallow }
		}
		add_resource = { energy = @leadercost }
		custom_tooltip = hire_general_merc
		hidden_effect = {
			create_leader = {
				class = commander
				species = event_target:marauder_species
				name = random
				event_leader = yes
				skill = 3
				leader_age_min = 25
				leader_age_max = 35
				traits = {
					0 = leader_trait_mercenary_warrior
					0 = leader_trait_resilient
					1 = leader_trait_butcher
					2 = leader_trait_engineer
					3 = leader_trait_roamer_2
				}
			}
			last_created_leader = {
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 } }
					set_leader_flag = hired_merc_leader_1
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 } }
					set_leader_flag = hired_merc_leader_2
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 } }
					set_leader_flag = hired_merc_leader_3
				}
			}
		}
		response_text = marauder.40.b.response
		is_dialog_only = yes
	}

	### Marauder 3

	# Hire Admiral
	option = {
		name = marauder.40.1.a
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 }
		}
		allow = {
			resource_stockpile_compare = { resource = energy value >= @leaderallow }
		}
		add_resource = { energy = @leadercost }
		custom_tooltip = hire_admiral_merc
		hidden_effect = {
			create_leader = {
				class = commander
				species = event_target:marauder_species
				name = random
				event_leader = yes
				skill = 3
				leader_age_min = 25
				leader_age_max = 35
				traits = {
					0 = leader_trait_mercenary_warrior
					0 = leader_trait_resilient
					1 = leader_trait_enlister
					2 = leader_trait_skirmisher
					3 = trait_ruler_warlike_2
				}
			}
			last_created_leader = {
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 } }
					set_leader_flag = hired_merc_leader_1
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 } }
					set_leader_flag = hired_merc_leader_2
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 } }
					set_leader_flag = hired_merc_leader_3
				}
			}
		}
		response_text = marauder.40.c.response
		is_dialog_only = yes
	}
	# Hire General
	option = {
		name = marauder.40.2.a
		trigger = {
			event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 }
		}
		allow = {
			resource_stockpile_compare = { resource = energy value >= @leaderallow }
		}
		add_resource = { energy = @leadercost }
		custom_tooltip = hire_general_merc
		hidden_effect = {
			create_leader = {
				class = commander
				species = event_target:marauder_species
				name = random
				event_leader = yes
				skill = 3
				leader_age_min = 25
				leader_age_max = 35
				traits = {
					0 = leader_trait_mercenary_warrior
					1 = leader_trait_resilient
					2 = leader_trait_iron_fist_2
					3 = leader_trait_private_mines_2
				}
			}
			last_created_leader = {
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_1 } }
					set_leader_flag = hired_merc_leader_1
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_2 } }
					set_leader_flag = hired_merc_leader_2
					break = yes
				}
				if = {
					limit = { event_target:current_marauder_diplomacy = { has_country_flag = marauder_3 } }
					set_leader_flag = hired_merc_leader_3
				}
			}
		}
		response_text = marauder.40.c.response
		is_dialog_only = yes
	}

	option = {
		name = marauder.31.e
		hidden_effect = {
			country_event = { id = marauder.21 }
		}
	}
	option = {
		name = marauder.31.f
		default_hide_option = yes
	}
}
