operations = {
	MON_border_war = {
		icon = border_war		

		available = {
			OR = {
				tag = MON
				tag = MEN
			}
			any_state = {
				is_owned_and_controlled_by = FROM
				has_state_flag = MON_clash_territory
				any_neighbor_state = {
					is_fully_controlled_by = ROOT
					set_temp_variable = { var:attacker_state_temp = id }
					has_ROOT_at_least_1_div_in_current_state_scope = yes
					hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
				}
				NOT = { has_state_flag = border_incident_active }
				set_temp_variable = { var:defender_state_temp = id }
			}
			NOT = { has_non_aggression_pact_with = FROM }
		}

		visible = {
			OR = {
				has_completed_focus = MON_expansion
				tag = MEN
				OR = {
					NOT = { has_completed_focus = MON_SOV_focus }
					has_country_flag = MON_expansion_allowed 
				}
			}
			FROM = { exists = yes }
			OR = { 
				FROM = {
					NOT = { tag = MAN }
					NOT = { tag = MEN }
					NOT = { tag = MON }
				}
				FROM = {
					is_subject = no
				}
			}
			NOT = { has_war_with = FROM }
			FROM = {
				NOT = {
					is_subject_of = ROOT
				}
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			NOT = {
				is_subject_of = FROM
			}
			OR = {
				NOT = { has_border_war_with = FROM }
				any_state = {
					is_owned_and_controlled_by = FROM
					hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
					any_neighbor_state = {
						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
						is_fully_controlled_by = ROOT
					}
				}
			}
		}
		target_trigger = {
			OR = {
				tag = MON
				tag = MEN
			}
			FROM = {
				is_neighbor_of = ROOT
				any_owned_state = {
					has_state_flag = MON_clash_territory
				}
			}
		}
		highlight_states = {
			OR = {
				state = FROM.defender_state_vs_@ROOT
				AND = {
					is_owned_and_controlled_by = FROM
					has_state_flag = MON_clash_territory
					hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
					any_neighbor_state = {
						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
						has_ROOT_at_least_1_div_in_current_state_scope = yes
						is_fully_controlled_by = ROOT
					}
				}
			}
		}

		ai_will_do = {
			base = 0
			modifier = {
				
			}
		}

		cost = 100

		fire_only_once = no

		#days_remove = @border_incident_escalation_countdown
		days_re_enable = 180

		#war_with_target_on_remove = yes

		complete_effect = {
			hidden_effect = {
				random_state = {
					limit = {
						is_owned_and_controlled_by = FROM
						has_state_flag = MON_clash_territory
						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
						any_neighbor_state = {
							hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
							has_ROOT_at_least_1_div_in_current_state_scope = yes
							is_fully_controlled_by = ROOT
						}
					}
					save_event_target_as = defender_state
					set_variable = { FROM.defender_state_vs_@ROOT = id }
					set_temp_variable = { defender_state_temp = id }
					set_state_flag = border_incident_active
				}
				random_state = {
					limit = {
						is_fully_controlled_by = ROOT
						hidden_trigger = { NOT = { has_state_flag = border_incident_active } }
						has_ROOT_at_least_1_div_in_current_state_scope = yes
						any_neighbor_state = {
							state = var:FROM.defender_state_vs_@ROOT
						}
					}
					save_event_target_as = attacker_state
					set_variable = { FROM.attacker_state_vs_@ROOT = id }
					set_temp_variable = { attacker_state_temp = id }
					set_state_flag = border_incident_active
				}
			}

			var:FROM.defender_state_vs_@ROOT = {
				save_global_event_target_as = MON_contested_state
			}

			start_border_war = {
				change_state_after_war = no
				attacker = {
					state = var:FROM.attacker_state_vs_@ROOT
					num_provinces = 4
					on_win = MONBW.4
					on_lose = MONBW.6
					#on_cancel = 
				}
				
				defender = {
					state = var:FROM.defender_state_vs_@ROOT
					num_provinces = 4
					on_win = MONBW.5
					on_lose = MONBW.7
					#on_cancel = 
				}
			}
			hidden_effect = {
				activate_targeted_decision = { target = ROOT decision = MON_escalate_border_war }
			}
			FROM = {
				country_event = { id = MON_border_incident_defender_warning.1 }			
			}
		}
	}
	MON_escalate_border_war = {
		icon = decision_generic_ignite_civil_war
		allowed = { always = no } #Activated from effect
		highlight_states = {
			OR = {
				state = 527
				state = 408
			}
		}
		cost = 200

		ai_will_do = {
			base = 0
			modifier = {
				
			}
		}

		fire_only_once = yes #Reactivation handled in effect
		complete_effect = {
			set_border_war_data = {
				attacker = var:FROM.attacker_state_vs_@ROOT
				defender = var:FROM.defender_state_vs_@ROOT
				defender_modifier = 0.15
				combat_width = 100
			}
		}
	}
}