﻿# Used in the Migration flow
# Requires:
# scope:actor - the character recieving the title
# scope:target_title - the title in question
creating_kingdom_empire_title_effect = {
	save_scope_as = old_title

	if = {
		limit = {
			scope:target_title.tier = tier_kingdom
		}
		create_dynamic_title = {
			tier = kingdom
			name = NEW_CREATED_TITLE_NAME
		}
	}
	else_if = {
		limit = {
			scope:target_title.tier = tier_empire
		}
		create_dynamic_title = {
			tier = empire
			name = NEW_CREATED_TITLE_NAME
		}
	}

	create_title_and_vassal_change = {
		type = created
		save_scope_as = change
		add_claim_on_loss = no
	}
	
	scope:new_title = {
		add_to_list = creating_new_titles
	}

	every_in_list = {
		list = creating_new_titles
		change_title_holder = {
			holder = scope:old_holder
			change = scope:change
		}
	}
	
	resolve_title_and_vassal_change = scope:change

	scope:new_title = {
		set_coa = scope:old_title
		set_color_from_title = scope:old_title
		set_capital_county = scope:old_title.title_capital_county
	}

	scope:old_holder = { set_primary_title_to = scope:new_title }
}

migration_find_fitting_title_effect = {
	save_scope_as = old_holder
	if = { # If they are losing all their core lands, but it's not their main title, we'll just move them into one of their vassal lands
		limit = {
			scope:old_holder = {
				NOT = {
					any_held_county = {
						exists = duchy
						NOT = { target_is_de_jure_liege_or_above = scope:target_title }
					}
				}
				any_vassal = {
					any_held_county = {
						exists = duchy
						NOT = { target_is_de_jure_liege_or_above = scope:target_title }
					}
				}
			}
			NOT = { scope:target_title = scope:old_holder.primary_title }
		}
		create_title_and_vassal_change = {
			type = revoked
			save_scope_as = change
		}
		scope:old_holder = {
			ordered_vassal = {
				limit = {
					any_held_county = {
						exists = duchy
						NOT = { target_is_de_jure_liege_or_above = scope:target_title }
					}
				}
				order_by = {
					value = 1
					if = {
						limit = {
							government_has_flag = government_is_herder
						}
						add = 500
					}
					subtract = domicile.herd
				}
				ordered_held_county = {
					limit = {
						exists = duchy
						NOT = { target_is_de_jure_liege_or_above = scope:target_title }
					}
					order_by = {
						value = 1
						add = county_fertility
					}
					change_title_holder = {
						holder = scope:old_holder
						change = scope:change
					}
				}
			}
		}
		resolve_title_and_vassal_change = scope:change
	}
	if = { # If it is their primary title, we try to find a fitting replacement for them
		limit = {
			scope:target_title = scope:old_holder.primary_title
		}
		if = { # For kingdoms and empires, we simply make a dynamic title for one of their leftover titles
			limit = {
				scope:target_title.tier > tier_duchy
				scope:old_holder = {
					any_realm_county = {
						holder = scope:old_holder
						NOT = { target_is_de_jure_liege_or_above = scope:target_title }
					}
				}
			}
			scope:old_holder = {
				random_realm_county = {
					limit = {
						holder = scope:old_holder
						NOT = { target_is_de_jure_liege_or_above = scope:target_title }
					}
					creating_kingdom_empire_title_effect = yes
				}
			}
		}
		else_if = { # For duchies, we try to find a fitting title, first by checking if they have an uncreated title to one of their lands
			limit = {
				scope:target_title.holder = scope:old_holder
				scope:target_title.tier = tier_duchy
				scope:old_holder.capital_province.duchy = {
					is_title_created = no
				}
			}
			create_title_and_vassal_change = {
				type = granted
				save_scope_as = change2
			}
			scope:old_holder.capital_province.duchy ?= {
				change_title_holder = {
					holder = scope:old_holder
					change = scope:change2
				}
			}
			resolve_title_and_vassal_change = scope:change2
		}
		else_if = { # Or if one of their vassals do
			limit = {
				scope:target_title = {
					tier = tier_duchy
					any_direct_de_facto_vassal_title = {
						duchy ?= { is_title_created = no }
					}
				}
			}
			create_title_and_vassal_change = {
				type = granted
				save_scope_as = change2
			}
			scope:target_title = {
				random_direct_de_facto_vassal_title = {
					limit = {
						duchy ?= { is_title_created = no }
					}
					save_scope_as = old_holder_new_capital
					duchy ?= {
						add_to_list = title_change
					}
				}
			}
			scope:old_holder_new_capital.duchy ?= {
				if = {
					limit = {
						any_de_jure_county = {
							holder ?= { government_has_flag = government_is_herder }
							holder.liege ?= scope:old_holder
						}
					}
					random_de_jure_county = {
						limit = {
							holder ?= { government_has_flag = government_is_herder }
							holder.liege ?= scope:old_holder
						}
						add_to_list = title_change
					}
				}
				else_if = {
					limit = {
						any_de_jure_county = {
							holder.liege ?= scope:old_holder
						}
					}
					random_de_jure_county = {
						limit = {
							holder.liege ?= scope:old_holder
						}
						add_to_list = title_change
					}
				}
			}
			every_in_list = {
				list = title_change
				change_title_holder = {
					holder = scope:old_holder
					change = scope:change2
				}
			}
			resolve_title_and_vassal_change = scope:change2
		}
	}
}

migration_settle_down_obedient_vassal_effect = {
	scope:actor = {
		ordered_in_list = {
			variable = obedient_vassals
			order_by = { 
				value = 1 
				domicile ?= {
					add = herd
				}
			}
			limit = {
				is_landed = no
			}
			save_scope_as = current_vassal
			add_to_list = settled_vassal
		}
		remove_list_variable = {
			name = obedient_vassals
			target = scope:current_vassal
		}
	}
	change_title_holder = {
		holder = scope:current_vassal
		change = scope:change4
	}
	set_variable = {
		name = migration_previous_culture
		years = 5
		value = culture
	}
	set_county_culture = scope:current_vassal.domicile.domicile_culture
	set_county_faith = scope:current_vassal.domicile.domicile_faith
	scope:current_vassal = {
		change_liege = {
			liege = scope:actor
			change = scope:change4
		}
	}
}

migration_fitting_vassal_lands_effect = {
	if = {
		limit = {
			scope:target_title.tier >= tier_$UPPER_TIER$
			any_in_list = {
				variable = obedient_vassals
				count >= 1
			}
		}
		while = {
			limit = {
				any_realm_county = {
					NOR = {
						$LOWER_TIER$ = scope:actor.capital_province.$LOWER_TIER$
						holder = { is_in_list = settled_vassal }
					}
				}
				any_in_list = {
					variable = obedient_vassals
					count >= 1
				}
			}
			create_title_and_vassal_change = {
				type = granted
				save_scope_as = change4
			}
			ordered_realm_county = {
				limit = {
					NOR = {
						$LOWER_TIER$ = scope:actor.capital_province.$LOWER_TIER$
						holder = { is_in_list = settled_vassal }
					}
				}
				order_by = {
					value = 1
					every_de_jure_county = { add = 50 }
					$LOWER_TIER$.title_capital_county = { add = county_fertility }
					if = {
						limit = {
							this = $LOWER_TIER$.title_capital_county
						}
						add = 500
					}
				}
				migration_settle_down_obedient_vassal_effect = yes
				$LOWER_TIER$ = {
					if = {
						limit = {
							OR = {
								is_title_created = no
								holder ?= {
									NOT = { is_in_list = settled_vassal }
									OR = {
										liege = scope:actor
										top_liege = scope:actor
									}
								}
							}
						}
						change_title_holder = {
							holder = scope:current_vassal
							change = scope:change4
						}
					}
				}
			}
			resolve_title_and_vassal_change = scope:change4
		}
	}
}

migration_message_effect = {
	save_scope_as = old_holder
	every_neighboring_top_liege_realm_owner = { add_to_temporary_list = old_holder_neighbours }
	# Messages for Self
	send_interface_message = {
		type = msg_migration_into_realm
		title = msg_migration_into_realm_title
		desc = msg_migration_into_realm_desc
		left_icon = scope:actor
		right_icon = scope:target_title
	}
	if = {
		limit = { is_tributary = yes }
		# Messages for Suzerains and fellow Tributaries
		suzerain = {
			save_temporary_scope_as = suzerain_temp
			add_to_temporary_list = old_holder_suzerain # for debugging
			send_interface_message = {
				type = msg_migration_into_realm
				title = msg_migration_into_realm_tributary_title
				desc = msg_migration_into_realm_tributary_desc
				left_icon = scope:actor
				right_icon = scope:old_holder
			}
			every_player = {
				limit = {
					is_tributary_of = scope:suzerain_temp
					NOT = { this = scope:old_holder } # Self
				}
				send_interface_message = {
					type = msg_migration_into_realm
					title = msg_migration_into_realm_fellow_tributary_title
					desc = msg_migration_into_realm_fellow_tributary_desc
					left_icon = scope:actor
					right_icon = scope:old_holder
				}
			}
			clear_saved_scope = suzerain_temp
		}
	}
	else_if = {
		limit = { is_independent_ruler = no }
		# Messages for Lieges and fellow Vassals
		top_liege = {
			save_temporary_scope_as = top_liege_temp
			add_to_temporary_list = old_holder_top_liege # for debugging
			send_interface_message = {
				type = msg_migration_into_realm
				title = msg_migration_into_realm_vassal_title
				desc = msg_migration_into_realm_vassal_desc
				left_icon = scope:actor
				right_icon = scope:old_holder
			}
			every_player = {
				limit = {
					is_vassal_of = scope:top_liege_temp
					NOT = { this = scope:old_holder } # Self
				}
				send_interface_message = {
					type = msg_migration_into_realm
					title = msg_migration_into_realm_fellow_vassal_title
					desc = msg_migration_into_realm_fellow_vassal_desc
					left_icon = scope:actor
					right_icon = scope:old_holder
				}
			}
		}
		clear_saved_scope = top_liege_temp
	}
	# Messages for Vassals
	every_player = {
		limit = { is_vassal_of = scope:old_holder }
		send_interface_message = {
			type = msg_migration_into_realm
			title = msg_migration_into_realm_tributary_title
			desc = msg_migration_into_realm_tributary_desc
			left_icon = scope:actor
			right_icon = scope:old_holder
		}
	}
	# Messages for Tributaries
	every_player = {
		limit = { is_tributary_of = scope:old_holder }
		send_interface_message = {
			type = msg_migration_into_realm
			title = msg_migration_into_suzerain_title
			desc = msg_migration_into_suzerain_desc
			left_icon = scope:actor
			right_icon = scope:old_holder
		}
	}
	# Messages for Neighbours
	every_player = {
		limit = {
			is_in_list = old_holder_neighbours
			NOR = { # Exclude all those who have already had a message
				this = scope:actor
				is_in_list = old_holder # Self
				is_in_list = old_holder_suzerain # Suzerains
				suzerain = { is_in_list = old_holder_suzerain } # Fellow Tributaries
				is_in_list = old_holder_top_liege # Lieges
				top_liege = { is_in_list = old_holder_top_liege } # Fellow Vassals
				is_vassal_of = scope:old_holder # Vassals
				is_tributary_of = scope:old_holder # Tributaries
				var:migration_neighbour_cooldown ?= scope:actor # Avoid duplicates
			}
		}
		set_variable = {
			name = migration_neighbour_cooldown
			value = scope:actor
			days = 1
		}
		send_interface_message = {
			type = msg_migration_into_neighbour
			title = msg_migration_into_neighbour_title
			desc = msg_migration_into_neighbour_desc
			left_icon = scope:actor
			right_icon = scope:old_holder.top_liege
		}
	}
	clear_saved_scope = old_holder
}

migration_title_and_vassal_change_effect = {
	scope:domain ?= {
		if = {
			limit = {
				tier = tier_county
			}
			holder = {
				add_to_list = old_holder
			}
		}
		else = {
			every_de_jure_county_holder = {
				limit = {
					is_independent_ruler = yes
				}
				add_to_list = old_holder
			}
		}
	}
	scope:target_title.holder ?= {
		add_to_list = old_holder
	}

	# Change 1: The old holder will attempt to create a new title for their lands, if they are losing their primary title
	every_in_list = {
		list = old_holder
		# Inform relevant people
		migration_message_effect = yes
		# Run effects
		migration_find_fitting_title_effect = yes
	}

	# Change 2: Hand out titles to actor
	create_title_and_vassal_change = {
		type = migration
		save_scope_as = change1
		add_claim_on_loss = yes
	}
	scope:target_title ?= {
		change_title_holder = {
			holder = scope:actor
			change = scope:change1
		}
	}
	if = {
		limit = {
			NOT = { scope:domain = scope:target_title }
		}
		scope:domain = {
			change_title_holder = {
				holder = scope:actor
				change = scope:change1
			}
		}
	}
	if = {
		limit = {
			scope:domain.tier = tier_duchy
		}
		scope:domain = {
			every_de_jure_county = {
				change_title_holder = {
					holder = scope:actor
					change = scope:change1
				}
			}
		}
	}
	if = {
		limit = {
			scope:target_title.tier >= tier_kingdom
		}
		scope:target_title ?= {
			every_de_jure_county_holder = {
				limit = {
					OR = {
						any_in_list = {
							list = old_holder
							this = prev
						}
						this = scope:recipient
						AND = {
							scope:recipient = this.liege
							any_held_county = {
								exists = duchy
								NOT = { target_is_de_jure_liege_or_above = scope:target_title }
							}
						}
					}
				}
				change_title_holder = {
					holder = scope:actor
					change = scope:change1
				}
			}
		}
		scope:target_title = {
			every_de_jure_county_holder = {
				limit = {
					OR = {
						any_in_list = {
							list = old_holder
							NOT = { this = prev }
							this = prev.liege
						}
						AND = {
							NOT = { this = scope:recipient }
							scope:recipient = this.liege
						}
					}
					NOT = { this = scope:actor }
				}
				add_to_list = new_vassals
			}
		}
	}
	every_in_list = {
		list = new_vassals
		change_liege = {
			liege = scope:actor
			change = scope:change1
		}
	}
	resolve_title_and_vassal_change = scope:change1

	# Change 3: Free vassals who don't belong in the new title
	scope:actor = {
		every_vassal = {
			limit = {
				NOT = {
					any_held_county = {
						target_is_de_jure_liege_or_above = scope:target_title
					}
				}
			}
			create_title_and_vassal_change = {
				type = independency
				save_scope_as = change
			}
			becomes_independent = {
				change = scope:change
			}
			resolve_title_and_vassal_change = scope:change
		}
	}

	# Change 4: Destroy top title of a nomad who doesn't have any land anymore
	every_in_list = {
		list = old_holder
		if = {
			limit = {
				NOT = {
					any_held_title = {
						tier = tier_county
						exists = duchy
					}
				}
				any_held_title = {
					tier >= tier_county
					is_landless_type_title = no
				}
			}
			every_held_title = {
				limit = {
					tier >= tier_county
					is_landless_type_title = no
				}
				prev = { destroy_title = prev }
			}
		}
	}

	# Change 5: Settle down previously obedient vassals in new lands
	scope:actor = {
		if = {
			limit = {
				any_in_list = {
					variable = obedient_vassals
					count >= 1
				}
			}
			# Empire solution
			migration_fitting_vassal_lands_effect = {
				UPPER_TIER = empire
				LOWER_TIER = kingdom
			}
			# Kingdom solution
			migration_fitting_vassal_lands_effect = {
				UPPER_TIER = kingdom
				LOWER_TIER = duchy
			}
			# Duchy solution
			if = {
				limit = {
					scope:target_title.tier >= tier_duchy
					domain_limit_available < 0
					any_in_list = {
						variable = obedient_vassals
						count >= 1
					}
				}
				while = {
					limit = {
						domain_limit_available < 0
						any_in_list = {
							variable = obedient_vassals
							count >= 1
						}
						any_held_county = {
							exists = duchy
							NOT = { this = scope:actor.capital_province.county }
						}
					}
					create_title_and_vassal_change = {
						type = granted
						save_scope_as = change4
					}
					ordered_held_county = {
						limit = { 
							exists = duchy
							NOT = { this = scope:actor.capital_province.county }
						}
						order_by = {
							value = 1
							if = {
								limit = {
									NOT = {
										any_neighboring_county = {
											this = scope:actor.capital_province.county
										}
									}
								}
								add = 100
							}
						}
						migration_settle_down_obedient_vassal_effect = yes
					}
					resolve_title_and_vassal_change = scope:change4
				}
			}
			# Clean up liege setup
			create_title_and_vassal_change = {
				type = granted
				save_scope_as = change4
			}
			every_vassal = {
				limit = {
					exists = primary_title.de_jure_liege.holder
				}
				change_liege = {
					liege = primary_title.de_jure_liege.holder
					change = scope:change4
				}
			}
			resolve_title_and_vassal_change = scope:change4
		}
	}

	# Change 6: If you cannot find land for your old obedient vassals, just destroy their camp and make them a part of your court
	scope:actor = {
		every_in_list = {
			variable = obedient_vassals
			limit = {
				is_landed = no
			}
			save_scope_as = current_vassal
			every_courtier_or_guest = {
				set_employer = scope:actor
			}
			destroy_title = primary_title
			root = {
				remove_list_variable = {
					name = obedient_vassals
					target = scope:current_vassal
				}
			}
			set_employer = scope:actor
		}
	}

	# Change 7: Move domiciles so they are in the right provinces
	every_in_list = {
		list = old_holder
		domicile ?= { move_domicile = prev.capital_province }
		every_vassal = {
			domicile ?= { move_domicile = prev.capital_province }
		}
	}
	scope:actor = {
		domicile ?= { move_domicile = prev.capital_province }
		every_vassal = {
			domicile ?= { move_domicile = prev.capital_province }
		}
	}

	# Change 8: If for some reason you have any vassals who are still your subjects, but don't hold land, they will become independent
	scope:actor = {
		every_vassal = {
			limit = { 
				NOT = {
					any_held_county = {
						exists = duchy
					}
				}
			}
			create_title_and_vassal_change = {
				type = independency
				save_scope_as = change
			}
			becomes_independent = {
				change = scope:change
			}
			resolve_title_and_vassal_change = scope:change
		}
	}

	# Inform nearby peeps
	every_player = {
		limit = {
			NOR = {
				this = scope:actor
				is_in_list = old_holder_suzerain
				suzerain = { is_in_list = old_holder_suzerain }
				is_in_list = old_holder_top_liege
				top_liege = { is_in_list = old_holder_top_liege }
			}
			is_in_list = old_holder_neighbours
		}
	}

	# Debugging
	if = {
		limit = { debug_only = yes }
		debug_log = "Migration completed"
		debug_log_scopes = yes
	}
}

migration_set_obedient_vassal_effect = {
	create_title_and_vassal_change = {
		type = migration
		save_scope_as = change
	}
	every_realm_county = {
		limit = {
			holder = scope:current_vassal
			is_nomad_title = no
			is_noble_family_title = no
		}
		create_character = {
			template = herder_character
			faith = scope:current_vassal.domicile.domicile_faith
			culture = scope:current_vassal.domicile.domicile_culture
			location = scope:current_vassal.primary_title.title_capital_county.title_province
			save_scope_as = herder_character
			after_creation = {
				remove_character_flag = peasant_outfit
				add_to_list = government_change
			}
		}
		change_title_holder = {
			holder = scope:herder_character
			change = scope:change
		}
		title_province = {
			if = {
				limit = {
					has_holding_type = nomad_holding
				}
				set_holding_type = herder_holding
			}
		}
	}
	resolve_title_and_vassal_change = scope:change
	every_held_title = {
		limit = {
			tier >= tier_duchy
		}
		prev = { destroy_title = prev }
	}

	every_in_list = {
		list = government_change
		change_government = herder_government
		remove_from_list = government_change
	}

	scope:actor = {
		add_to_variable_list = {
			name = obedient_vassals
			target = scope:current_vassal
		}
	}
}

offer_confederation_accepter_effect = {
	if = {
		limit = {
			scope:actor = {
				is_confederation_member = no
			}
		}
		custom_tooltip = create_confederation_recipient_tt
	}
	else = {
		custom_tooltip = join_confederation_recipient_tt
	}
	custom_tooltip = confederation_defensive_wars_tt
	custom_tooltip = unlock_leave_confederation_interaction_tt
}

confederation_realm_transfer_effect = {
	save_scope_as = transfer_liege
	every_vassal = {
		limit = {
			highest_held_title_tier >= tier_county
			primary_title = {
				NOT = {
					any_this_title_or_de_jure_above = {
						holder = scope:transfer_liege
					}
				}
			}
		}
		add_to_list = vassals_to_transfer
	}
	add_to_list = vassals_to_transfer
	create_title_and_vassal_change = {
		type = granted
		save_scope_as = change_3
		add_claim_on_loss = no
	}
	primary_title = {
		change_title_holder = {
			holder = $CHARACTER$
			change = scope:change_3
		}
	}
	resolve_title_and_vassal_change = scope:change_3
	
	every_in_list = {
		custom = custom.every_non_de_jure_vassal
		list = vassals_to_transfer
		create_title_and_vassal_change = {
			type = swear_fealty
			save_scope_as = change_4
		}
		change_liege = {
			liege = $CHARACTER$
			change = scope:change_4
		}
		resolve_title_and_vassal_change = scope:change_4
	}
}

mpo_mongol_recovered_head_content_effect = {
	if = {
		limit = {
			any_side_participant = {
				has_variable = beheaded_warrior
				is_ruler = yes
			}
		}
		every_side_participant = {
			limit = {
				has_variable = beheaded_warrior
				is_ruler = yes
			}
			save_scope_as = beheaded_liege
			random_list = {
				1 = {
					trigger = {
						is_alive = yes
						is_imprisoned = no
					}
					modifier = {
						OR = {
							is_consort_of = var:beheaded_warrior
							is_close_family_of = var:beheaded_warrior
						}
						add = 20
					}
					modifier = {
						has_variable = beheaded_warrior_powerful_vassal
						add = 1
					}
					trigger_event = {
						id = mpo_nomad_events.1001
						days = 1
					}
					add_character_flag = {
						flag = beheaded_warrior_cooldown
						years = 2
					}
				}
				4 = {
					modifier = {
						OR = {
							has_multiple_players = yes
							is_ai = yes
						}
						factor = 2
					}
					remove_variable = beheaded_warrior
					remove_variable = beheaded_warrior_foe
					remove_variable = beheaded_warrior_councillor
					remove_variable = beheaded_warrior_powerful_vassal
					remove_variable = beheaded_warrior_accolade
					remove_variable = beheaded_warrior_location
				}
			}
		}
	}
}

mpo_beheaded_warrior_artifact_creation_effect = {
	#Important character to an emperor - high tier artifact
	if = {
		limit = {
			highest_held_title_tier >= tier_empire
			mpo_important_beheaded_warrior_trigger = yes
		}
		random_list = {
			2 = {
				trigger = {
					scope:beheaded_warrior = {
						is_close_family_of = root
					}
				}
				create_artifact = {
					name = warriors_head_artifact
					description = kin_head_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = kin_head_modifier_tier_3
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
				scope:head_artifact = {
					add_scaled_artifact_modifier_dynasty_prestige_effect = yes
				}
			}
			1 = {
				trigger = {
					has_variable = beheaded_warrior_accolade
				}
				create_artifact = {
					name = warriors_head_artifact
					description = accolade_head_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = accolade_head_modifier_tier_3
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = warriors_head_modifier_tier_3
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = warriors_head_modifier_tier_3_alt
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = warriors_head_modifier_tier_3_alt_2
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = famed
					type = miscellaneous
					modifier = warriors_head_modifier_tier_3_alt_3
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
		}
	}
	#Mid-tier character
	else_if = {
		limit = {
			OR = {
				highest_held_title_tier >= tier_empire
				AND = {
					highest_held_title_tier >= tier_kingdom
					mpo_important_beheaded_warrior_trigger = yes
				}
			}
		}
		random_list = {
			2 = {
				trigger = {
					scope:beheaded_warrior = {
						is_close_family_of = root
					}
				}
				create_artifact = {
					name = warriors_head_artifact
					description = kin_head_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = kin_head_modifier_tier_2
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
				scope:head_artifact = {
					add_scaled_artifact_modifier_dynasty_prestige_effect = yes
				}
			}
			1 = {
				trigger = {
					has_variable = beheaded_warrior_accolade
				}
				create_artifact = {
					name = warriors_head_artifact
					description = accolade_head_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = accolade_head_modifier_tier_2
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = warriors_head_modifier_tier_2
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = warriors_head_modifier_tier_2_alt
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = warriors_head_modifier_tier_2_alt_2
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = masterwork
					type = miscellaneous
					modifier = warriors_head_modifier_tier_2_alt_3
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
		}
	}
	#Low tier character
	else = {
		random_list = {
			2 = {
				trigger = {
					scope:beheaded_warrior = {
						is_close_family_of = root
					}
				}
				create_artifact = {
					name = warriors_head_artifact
					description = kin_head_artifact_desc
					rarity = common
					type = miscellaneous
					modifier = kin_head_modifier_tier_1
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
				scope:head_artifact = {
					add_scaled_artifact_modifier_dynasty_prestige_effect = yes
				}
			}
			1 = {
				trigger = {
					has_variable = beheaded_warrior_accolade
				}
				create_artifact = {
					name = warriors_head_artifact
					description = accolade_head_artifact_desc
					rarity = common
					type = miscellaneous
					modifier = accolade_head_modifier_tier_1
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = common
					type = miscellaneous
					modifier = warriors_head_modifier_tier_1
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = common
					type = miscellaneous
					modifier = warriors_head_modifier_tier_1_alt
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = common
					type = miscellaneous
					modifier = warriors_head_modifier_tier_1_alt_2
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
			1 = {
				create_artifact = {
					name = warriors_head_artifact
					description = warriors_head_artifact_desc
					rarity = common
					type = miscellaneous
					modifier = warriors_head_modifier_tier_1_alt_3
					decaying = yes
					template = mpo_severed_head_template
					visuals = pocket_severed_head
					creator = scope:beheaded_warrior
					save_scope_as = head_artifact
				}
			}
		}
	}
	save_scope_as = owner
	hidden_effect = {
		scope:head_artifact = {
			add_scaled_artifact_modifier_combat_effect = yes
			set_max_durability = 50
		}
	}
}

mpo_execution_head_artifact_creation_effect = {
	save_scope_as = owner
	#This is an emperor's head
	if = {
		limit = {
			has_character_flag = execution_head_illustrious_flag
		}
		create_artifact = {
			name = executed_head_artifact
			description = executed_head_emperor_artifact_desc
			rarity = illustrious
			type = miscellaneous
			modifier = artifact_monthly_prestige_gain_per_dread_add_4_modifier
			decaying = yes
			template = mpo_severed_head_template
			visuals = pocket_severed_head
			creator = scope:victim
			save_scope_as = head_artifact
		}
	}
	else = {
		create_artifact = {
			name = executed_head_artifact
			description = executed_head_king_artifact_desc
			rarity = famed
			type = miscellaneous
			modifier = artifact_monthly_prestige_gain_per_dread_add_3_modifier
			decaying = yes
			template = mpo_severed_head_template
			visuals = pocket_severed_head
			creator = scope:victim
			save_scope_as = head_artifact
		}
	}
	if = {
		limit = {
			scope:head_artifact = {
				NOT = {
					artifact_owner = {
						this = root
					}
				}
			}
		}
		scope:head_artifact = {
			set_owner = root
		}
	}
	
	random_list = {
		4 = {
			trigger = {
				OR = {
					is_at_war_with = scope:headless_heir
					is_causing_raid_hostility_towards = scope:headless_heir
				}
			}
			scope:head_artifact = {
				add_2_scaled_artifact_modifier_combat_effect = yes
			}
		}
		1 = {
			trigger = {
				scope:headless_heir = {
					government_has_flag = government_is_nomadic
				}
			}
			scope:head_artifact = {
				add_scaled_artifact_modifier_archer_cavalry_damage_add_effect = yes
				add_scaled_artifact_modifier_minor_prestige_effect = yes
			}
		}
		1 = {
			trigger = {
				OR = {
					scope:victim.faith = {
						NOT = {
							this = root.faith
						}
					}
					scope:victim = {
						has_trait = zealous
					}
					scope:victim = {
						has_trait = pilgrim
					}
					scope:headless_heir.primary_title = {
						is_head_of_faith = yes
					}
				}
			}
			scope:head_artifact = {
				add_scaled_artifact_modifier_piety_effect = yes
			}
			scope:head_artifact = {
				add_scaled_artifact_modifier_devotion_effect = yes
			}
		}
		1 = {
			trigger = {
				OR = {
					scope:victim.faith = {
						NOT = {
							this = root.faith
						}
					}
					scope:victim = {
						has_trait = zealous
					}
					scope:victim = {
						has_trait = pilgrim
					}
					scope:headless_heir.primary_title = {
						is_head_of_faith = yes
					}
				}
			}
			scope:head_artifact = {
				add_2_scaled_artifact_modifier_devotion_effect = yes
			}
		}
		1 = {
			scope:head_artifact = {
				add_scaled_artifact_modifier_grandeur_big_effect = yes
			}
		}
		1 = {
			scope:head_artifact = {
				add_2_scaled_artifact_modifier_majesty_effect = yes
			}
		}
		1 = {
			trigger = {
				scope:victim = {
					OR = {
						has_trait = education_stewardship_4
						has_trait = education_stewardship_5
						has_trait = administrator
						has_trait = avaricious
						has_trait = architect
						stewardship >= very_high_skill_rating
					}
				}
			}
			scope:head_artifact = {
				add_2_scaled_artifact_modifier_rulership_effect = yes
			}
		}
		1 = {
			trigger = {
				exists = root.dynasty
				NOT = {
					scope:victim.dynasty ?= {
						this = root.dynasty
					}
				}
			}
			scope:head_artifact = {
				add_scaled_artifact_modifier_dynasty_prestige_effect = yes
				add_scaled_artifact_modifier_hire_mercenary_effect = yes
			}
		}
	}
	hidden_effect = {
		scope:head_artifact = {
			set_max_durability = 50
		}
	}
}

### PAIZA ###

ai_paiza_giveaway_effect = {
	random_courtier = {
		limit = {
			NOT = {
				any_character_artifact = {
					scope:artifact.var:paiza_patron ?= root
				}
			}
		}
		mpo_create_paiza_artifact_effect = {
			PATRON = root
			GRANTEE = this
		}
	}
	random_vassal = {
		limit = {
			NOT = {
				any_character_artifact = {
					scope:artifact.var:paiza_patron ?= root
				}
			}
		}
		mpo_create_paiza_artifact_effect = {
			PATRON = root
			GRANTEE = this
		}
	}
}

mpo_find_suitable_merchant_effect = {
	random_list = {
		1 = { #Merv
			trigger = {
				title:c_bukhara = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_bukhara.development_level
			}
			title:b_bukhara = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Nishapur
			trigger = {
				title:c_nishapur = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_nishapur.development_level
			}
			title:b_nishapur = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Khotan
			trigger = {
				title:c_khotan = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_khotan.development_level
			}
			title:b_khotan = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Wroclaw
			trigger = {
				title:c_breslau = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_breslau.development_level
			}
			title:b_breslau = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Krakow
			trigger = {
				title:c_krakowska = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_krakowska.development_level
			}
			title:b_krakow = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Novgorod
			trigger = {
				title:c_novgorod = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_novgorod.development_level
			}
			title:b_novgorod  = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Kyiv
			trigger = {
				title:c_kiev = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_kiev.development_level
			}
			title:b_kiev = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Baghdad
			trigger = {
				title:c_baghdad = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_baghdad.development_level
			}
			title:b_baghdad = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Pisa
			trigger = {
				title:c_pisa = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_pisa.development_level
			}
			title:b_pisa = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Venice
			trigger = {
				title:c_baghdad = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_baghdad.development_level
			}
			title:b_baghdad = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Cairo
			trigger = {
				title:c_cairo = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_cairo.development_level
			}
			title:b_cairo = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Genua
			trigger = {
				title:c_genoa = {
					development_level >= 30
					NOT = {
						holder.top_liege = {
							government_has_flag = government_is_nomadic
						}
					}
				}
			}
			modifier = {
				add = title:c_genoa.development_level
			}
			title:b_genoa = {
				save_scope_as = merchant_origin
			}
		}
		1 = { #Constantinople
			#something has to be in constantinople
			modifier = {
				add = title:c_byzantion.development_level
			}
			title:b_constantinople = {
				save_scope_as = merchant_origin
			}
		}
	}
	hidden_effect = {
		scope:merchant_origin.county = {
			save_scope_as = merchant_county
		}
		create_character = {
			location = scope:merchant_origin.county.title_province
			template = foreign_merchant_template
			save_scope_as = paiza_merchant
		}
		scope:paiza_merchant = {
			add_gold = {
				value = root.tiny_gold_value
				multiply = 21.37
			}
		}
	}	
}

#scope:patron is the creator
#scope:receiver is who gets it
mpo_create_paiza_artifact_effect = {
	$PATRON$ = {
		save_scope_as = patron
	}
	$GRANTEE$ = {
		save_scope_as = grantee
	}
	save_scope_value_as = {
		name = wealth
		value = {
			value = 20
			multiply = {
				value = scope:patron.primary_title.tier 
				add = scope:patron.dominance_value
			}
		}
	}
	save_scope_value_as = {
		name = quality
		value = {
			value = 20
			multiply = {
				value = scope:patron.primary_title.tier 
				add = scope:patron.dominance_value
			}
		}
	}
	scope:grantee = {
		create_artifact = {
			name = paiza_artifact_title
			type = miscellaneous
			template = paiza_artifact_template
			creator = scope:patron
			description = paiza_artifact_desc 
			visuals = paiza
			wealth = scope:wealth
			quality = scope:quality
			modifier = artifact_steppe_danger_travel_high_modifier
			modifier = artifact_steppe_advantage_2_modifier
			save_scope_as = created_paiza
		}
	}
	scope:created_paiza = {
		set_variable = {
			name = paiza_patron
			value = scope:patron
		}
	}
}


mpo_paiza_innovation_reward_effect = {
	switch = {
		trigger = has_domicile_parameter
		nomad_yurt_increased_innovation_paiza_lvl_1 = {
			root = {
				add_character_modifier = {
					modifier = mpo_fascination_leap_modifier
					years = 4
				}
			}			
		}
		nomad_yurt_increased_innovation_paiza_lvl_2 = {
			root = {
				add_character_modifier = {
					modifier = mpo_fascination_leap_modifier
					years = 6
				}
				if = {
					limit = {
						culture = {
							can_get_innovation_from = scope:merchant_origin.county.culture
						}
					}
					culture = {
						get_random_innovation_from = scope:merchant_origin.county.culture
					}
				}
			}
		}
		nomad_yurt_increased_innovation_paiza_lvl_3 = {
			root = {
				add_character_modifier = {
					modifier = mpo_fascination_leap_modifier
					years = 8
				}
				if = {
					limit = {
						culture = {
							can_get_innovation_from = scope:merchant_origin.county.culture
						}
					}
					culture = {
						get_random_innovation_from = scope:merchant_origin.county.culture
					}
				}
				if = {
					limit = {
						culture = {
							can_get_innovation_from = scope:merchant_origin.county.culture
						}
					}
					culture = {
						get_random_innovation_from = scope:merchant_origin.county.culture
					}
				}
			}
		}
	}

	root = {
		if = {
			limit = {
				NOT = {
					domicile ?= { has_domicile_building_or_higher = innovation_yurt_02 }
				}
			}
			add_character_modifier = {
				modifier = mpo_fascination_leap_modifier
				years = 2
			}
		}
	}
	
}


mpo_paiza_deal_grade_effect = {
	if = {
		limit = {
			has_character_flag = established_paiza_system
		}
		set_variable = {
			name = trade_gold_value
			value = {
				value = scope:paiza_merchant.var:paiza_gold_invested
				multiply = 0.4
			}
		}
	}
	else = {
		set_variable = {
			name = trade_gold_value
			value = {
				value = scope:paiza_merchant.var:paiza_gold_invested
				multiply = 0.2
			}
		}
	}
	
	set_variable = {
		name = trade_gold_percent
		value = 1	
	}
	change_variable = {
		name = trade_gold_percent
		add = {
			add = scope:paiza_merchant.sum_of_all_skills_value
			multiply = 0.01
			max = 4
			min = 0
		}
	}
	#custom_tooltip = paiza_merchant_skill_gold_percent
	domicile ?= {
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_paiza_more_gold_lvl_1 = {
				custom_tooltip = paiza_yurt_gold_percent_1
				root = {
					change_variable = {
						name = trade_gold_percent
						add = 0.05
					}
				}
			}
			nomad_yurt_paiza_more_gold_lvl_2 = {
				custom_tooltip = paiza_yurt_gold_percent_2
				root = {
					change_variable = {
						name = trade_gold_percent
						add = 0.1
					}
				}
			} 
			nomad_yurt_paiza_more_gold_lvl_3 = {
				custom_tooltip = paiza_yurt_gold_percent_3
				root = {
					change_variable = {
						name = trade_gold_percent
						add = 0.2
					}
				}
			}
		}
	}
	change_variable = {
		name = trade_gold_value
		multiply = root.var:trade_gold_percent
	}
}


mpo_yurts_paiza_bonuses_tooltip_effect = {
	if = {
		limit = {
			domicile ?= {
				OR = {
					has_domicile_building_or_higher = fertility_trade_yurt_01
					has_domicile_building_or_higher = herd_trade_yurt_01
					has_domicile_building_or_higher = knight_trade_yurt_01
					has_domicile_building_or_higher = merchant_yurt_01
					has_domicile_building_or_higher = char_trade_yurt_01
				}
			}
		}
		custom_tooltip = yurt_paiza_bonuses_generic
	}
	
	domicile ?= {
		if = {
			limit = {
				has_domicile_building_or_higher = fertility_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_fertility_gain_lvl_1 = { custom_tooltip = nomad_yurt_paiza_fertility_gain_lvl_1_tooltip }
				nomad_yurt_paiza_fertility_gain_lvl_2 = { custom_tooltip = nomad_yurt_paiza_fertility_gain_lvl_2_tooltip }
				nomad_yurt_paiza_fertility_gain_lvl_3 = { custom_tooltip = nomad_yurt_paiza_fertility_gain_lvl_3_tooltip }
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = herd_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_herd_gain_lvl_1 = { custom_tooltip = nomad_yurt_paiza_herd_gain_lvl_1_tooltip }
				nomad_yurt_paiza_herd_gain_lvl_2 = { custom_tooltip = nomad_yurt_paiza_herd_gain_lvl_2_tooltip }
				nomad_yurt_paiza_herd_gain_lvl_3 = { custom_tooltip = nomad_yurt_paiza_herd_gain_lvl_3_tooltip }
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = knight_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_maa_gain_lvl_1 = { custom_tooltip = nomad_yurt_paiza_maa_gain_lvl_1_tooltip }
				nomad_yurt_paiza_maa_gain_lvl_2 = { custom_tooltip = nomad_yurt_paiza_maa_gain_lvl_2_tooltip }
				nomad_yurt_paiza_maa_gain_lvl_3 = { custom_tooltip = nomad_yurt_paiza_maa_gain_lvl_3_tooltip }
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = merchant_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_more_gold_lvl_1 = { custom_tooltip = nomad_yurt_paiza_more_gold_lvl_1_tooltip }
				nomad_yurt_paiza_more_gold_lvl_2 = { custom_tooltip = nomad_yurt_paiza_more_gold_lvl_2_tooltip }
				nomad_yurt_paiza_more_gold_lvl_3 = { custom_tooltip = nomad_yurt_paiza_more_gold_lvl_3_tooltip }
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = char_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_char_gain_lvl_1 = { custom_tooltip = nomad_yurt_paiza_char_gain_lvl_1_tooltip }
				nomad_yurt_paiza_char_gain_lvl_2 = { custom_tooltip = nomad_yurt_paiza_char_gain_lvl_2_tooltip }
				nomad_yurt_paiza_char_gain_lvl_3 = { custom_tooltip = nomad_yurt_paiza_char_gain_lvl_3_tooltip }
			}
		}
	}
}

mpo_yurts_paiza_bonuses_effect = {
	if = {
		limit = {
			domicile ?= {
				OR = {
					has_domicile_building_or_higher = fertility_trade_yurt_01
					has_domicile_building_or_higher = herd_trade_yurt_01
					has_domicile_building_or_higher = knight_trade_yurt_01
					has_domicile_building_or_higher = merchant_yurt_01
					has_domicile_building_or_higher = char_trade_yurt_01
				}
			}
		}
		custom_tooltip = yurt_paiza_bonuses_generic
	}
	domicile ?= {
		if = {
			limit = {
				has_domicile_building_or_higher = fertility_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_fertility_gain_lvl_1 = {
					root = {
						every_held_county = {
							limit = {
								uses_county_fertility = yes
							}
							add_county_modifier = {
								modifier = paiza_fertility_modifier_1
								years = 2
							}
						}
					}
				}
				nomad_yurt_paiza_fertility_gain_lvl_2 = {
					root = {
						every_held_county = {
							limit = {
								uses_county_fertility = yes
							}
							add_county_modifier = {
								modifier = paiza_fertility_modifier_2
								years = 4
							}
						}
					}
				}
				nomad_yurt_paiza_fertility_gain_lvl_3 = {
					root = {
						every_held_county = {
							limit = {
								uses_county_fertility = yes
							}
							add_county_modifier = {
								modifier = paiza_fertility_modifier_3
								years = 6
							}
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = herd_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_herd_gain_lvl_1= {
					change_herd = {
						value = root.var:trade_gold_value
						multiply = 0.05
					}
				}
				nomad_yurt_paiza_herd_gain_lvl_2 = {
					change_herd = {
						value = root.var:trade_gold_value
						multiply = 0.05
					}
				}
				nomad_yurt_paiza_herd_gain_lvl_3 = {
					change_herd = {
						value = root.var:trade_gold_value
						multiply = 0.2
					}
				}
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = knight_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_maa_gain_lvl_1 = {
					root = {
						spawn_army = {
							name = paiza_troops
							men_at_arms = {
								type = accolade_maa_archers
								stacks = 1
							}
							location = root.location
							origin = scope:merchant_origin
							inheritable = yes
						}
					}
				}
				nomad_yurt_paiza_maa_gain_lvl_2 = {
					root = {
						spawn_army = {
							name = paiza_troops
							men_at_arms = {
								type = accolade_maa_archers
								stacks = 4
							}
							location = root.location
							origin = scope:merchant_origin
							inheritable = yes
						}
					}
				}
				nomad_yurt_paiza_maa_gain_lvl_3 = {
					root = {
						spawn_army = {
							name = paiza_troops
							men_at_arms = {
								type = accolade_maa_archers
								stacks = 4
							}
							men_at_arms = {
								type = accolade_maa_vanguards
								stacks = 4
							}
							location = root.location
							origin = scope:merchant_origin
							inheritable = yes
						}
					}
				}
			}
		}
		if = {
			limit = {
				has_domicile_building_or_higher = char_trade_yurt_01
			}
			switch = {
				trigger = has_domicile_parameter
				nomad_yurt_paiza_char_gain_lvl_1 = {
					root = {
						hidden_effect = {
							create_character = {
								location = root.location
								culture = scope:merchant_origin.county.culture
								faith = scope:merchant_origin.county.faith
								gender_female_chance = 50
								template = peasant_character
								save_scope_as = yurt_merchant_char
							}
							scope:yurt_merchant_char = {
								add_trait = lifestyle_traveler
							}
							add_courtier = scope:yurt_merchant_char
						}
					}
				}
				nomad_yurt_paiza_char_gain_lvl_2 = {
					root = {
						hidden_effect = {
							create_character = {
								location = root.location
								culture = scope:merchant_origin.county.culture
								faith = scope:merchant_origin.county.faith
								gender_female_chance = 50
								template = merchant_template
								save_scope_as = yurt_merchant_char
							}
							scope:yurt_merchant_char = {
								add_trait = lifestyle_traveler
							}
							add_courtier = scope:yurt_merchant_char
						}
					}
				}
				nomad_yurt_paiza_char_gain_lvl_3 = {
					root = {
						hidden_effect = {
							create_character = {
								location = root.location
								culture = scope:merchant_origin.county.culture
								faith = scope:merchant_origin.county.faith
								gender_female_chance = 50
								template = merchant_template
								save_scope_as = yurt_merchant_char
							}
							scope:yurt_merchant_char = {
								add_random_skill_point_effect = yes
								add_random_skill_point_effect = yes
								add_random_skill_point_effect = yes
								add_random_skill_point_effect = yes
								add_random_skill_point_effect = yes
								add_random_skill_point_effect = yes
								random_list = {
									1 = { add_trait = avaricious }
									1 = { add_trait = diplomat }
									1 = { add_trait = overseer }
								}
								add_trait = lifestyle_traveler
							}
							add_courtier = scope:yurt_merchant_char
						}
					}
				}
			}
		}
	}
}

mpo_paiza_improve_maa_smol_effect = {
	add_character_modifier = mpo_paiza_improve_maa_modifier
	add_character_flag = paiza_metal_trade_yurt_flag
	domicile ?= {
		switch = {
			trigger = has_domicile_building
			paiza_metal_trade_yurt_01 = {
				add_domicile_building = paiza_metal_trade_yurt_02
			}
			paiza_metal_trade_yurt_02 = {
				add_domicile_building = paiza_metal_trade_yurt_03
			}
			paiza_metal_trade_yurt_03 = {
				custom_tooltip = paiza_metal_yurt_smol_block
			}
		}
		if = {
			limit = {
				NOT = {
					has_domicile_building_or_higher = paiza_metal_trade_yurt_01
				}
			}
			add_domicile_building = paiza_metal_trade_yurt_01
		}
	}
	remove_character_flag = paiza_metal_trade_yurt_flag	
}

mpo_paiza_improve_maa_effect = {
	add_character_modifier = mpo_paiza_improve_maa_modifier
	add_character_flag = paiza_metal_trade_yurt_flag
	domicile ?= {
		switch = {
			trigger = has_domicile_building
			paiza_metal_trade_yurt_01 = {
				add_domicile_building = paiza_metal_trade_yurt_02
			}
			paiza_metal_trade_yurt_02 = {
				add_domicile_building = paiza_metal_trade_yurt_03
			}
			paiza_metal_trade_yurt_03 = {
				add_domicile_building = paiza_metal_trade_yurt_04
			}
			paiza_metal_trade_yurt_04 = {
				add_domicile_building = paiza_metal_trade_yurt_05
			}
			paiza_metal_trade_yurt_05 = {
				add_domicile_building = paiza_metal_trade_yurt_06
			}
		}
		if = {
			limit = {
				NOT = {
					has_domicile_building_or_higher = paiza_metal_trade_yurt_01
				}
			}
			add_domicile_building = paiza_metal_trade_yurt_01
		}
	}
	remove_character_flag = paiza_metal_trade_yurt_flag
}

mpo_paiza_abuse_counter_effect = {
	$PAIZA_PATRON$ = { save_scope_as = paiza_patron }
	$PAIZA_ABUSER$ = { save_scope_as = paiza_abuser }
	if = {
		limit = {
			scope:paiza_patron = {
				is_ai = no
			}	
		}
		custom_tooltip = mpo_paiza_abuse_counter_effect.random
		scope:paiza_patron = {
			trigger_event = {
				id = mpo_decisions_events.0112
				days = { 1 4 }
			}
		}
	}
	else = {
		if = {
			limit = {
				NOT = {
					exists = var:paiza_abuse_stance
				}
			}
			custom_tooltip = mpo_paiza_abuse_counter_effect.indifferent
			set_variable = {
				name = paiza_abuse_stance
				value = flag:indifferent
			}
		}
		else_if = {
			limit = {
				exists = var:paiza_abuse_stance
			}
			switch = {
				trigger = var:paiza_abuse_stance
				flag:angry = {
					custom_tooltip = mpo_paiza_abuse_counter_effect.angry
					random_list = {
						90 = {
							modifier = {
								add = mpo_paiza_abuse_khan_reaction_value
							}
							custom_tooltip = mpo_paiza_abuse_counter_effect.khan_reaction_action
							trigger_event = {
								id = mpo_decisions_events.0111
								days = { 21 37 }
							}
						}
						10 = {
							custom_tooltip = mpo_paiza_abuse_counter_effect.khan_reaction_angry
						}
					}
				}
				flag:annoyed = {
					custom_tooltip = mpo_paiza_abuse_counter_effect.annoyed			
					random_list = {
						40 = {
							modifier = {
								add = mpo_paiza_abuse_khan_reaction_value
							}
							custom_tooltip = mpo_paiza_abuse_counter_effect.khan_reaction_action
							trigger_event = {
								id = mpo_decisions_events.0111
								days = { 21 37 }
							}
						}
						40 = {
							custom_tooltip = mpo_paiza_abuse_counter_effect.khan_reaction_angry
							modifier = {
								add = {
									value = mpo_paiza_abuse_khan_reaction_value
									divide = 2
								}
							}
							set_variable = {
								name = paiza_abuse_stance
								value = flag:angry
							}
						}
						20 = {
							custom_tooltip = mpo_paiza_abuse_counter_effect.khan_reaction_annoyed
						}
					}
				}
				flag:indifferent = {
					custom_tooltip = mpo_paiza_abuse_counter_effect.indifferent
					random_list = {
						20 = {
							custom_tooltip = mpo_paiza_abuse_counter_effect.annoyed
							modifier = {
								add = {
									value = mpo_paiza_abuse_khan_reaction_value
									divide = 2
								}
							}
							set_variable = {
								name = paiza_abuse_stance
								value = flag:annoyed
							}
						}
						80 = {
							custom_tooltip = mpo_paiza_abuse_counter_effect.indifferent
						}
					}
				}
			}
		}
	}
	trigger_event = {
		id = mpo_decisions_events.0098
		days = { 4 8 }
	}
}

mpo_decisions_events_friend_fail_effect = {
	random_list = {
		4 = {
			trigger = {
				scope:friendship_target = {
					is_ai = yes
				}
				OR = {
					any_child = {
						NOR = {
							this = scope:friendship_target
							this = scope:heir
							has_relation_friend = scope:friendship_target
							has_relation_best_friend = scope:friendship_target
							has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:friendship_target }
							is_at_war_with = scope:friendship_target
						}
						is_imprisoned = no
						is_incapable = no
						is_courtier_of = root
						age >= 6
					}
					any_sibling = {
						NOR = {
							this = scope:friendship_target
							this = scope:heir
							has_relation_friend = scope:friendship_target
							has_relation_best_friend = scope:friendship_target
							has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:friendship_target }
							is_at_war_with = scope:friendship_target
						}
						is_imprisoned = no
						is_incapable = no
						is_courtier_of = root
						age >= 6
					}
				}
			}
			random_child = {
				limit = {
					NOR = {
						this = scope:friendship_target
						this = scope:heir
						has_relation_friend = scope:friendship_target
						has_relation_best_friend = scope:friendship_target
						has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:friendship_target }
						is_at_war_with = scope:friendship_target
					}
					is_imprisoned = no
					is_incapable = no
					is_courtier_of = root
					age >= 6
				}
				save_scope_as = accidental_friend
			}
			if = {
				limit = {
					NOT = {
						exists = scope:accidental_friend
					}
				}
				random_sibling = {
					limit = {
						NOR = {
							this = scope:friendship_target
							this = scope:heir
							has_relation_friend = scope:friendship_target
							has_relation_best_friend = scope:friendship_target
							has_any_bad_relationship_with_character_trigger = { CHARACTER = scope:friendship_target }
							is_at_war_with = scope:friendship_target
						}
						is_imprisoned = no
						is_incapable = no
						is_courtier_of = root
						age >= 6
					}
					save_scope_as = accidental_friend
				}
			}
			scope:friendship_target = {
				set_relation_friend = {
					target = root
					reason = friend_accidental_introduction
				}
			}
		}
		2 = {
			trigger = {
				scope:friendship_target = {
					is_ai = yes
				}
				scope:friendship_target = {
					NOR = {
						has_relation_friend = scope:friendship_target
						has_relation_best_friend = scope:friendship_target
						has_any_bad_relationship_with_character_trigger = { CHARACTER = root }
					}
				}
			}
			scope:friendship_target = {
				set_relation_friend = {
					target = root
					reason = friend_accidental_introduction
				}
			}
		}
		1 = {
			scope:friendship_target = {
				add_opinion = {
					modifier = charmed_opinion
					target = root
					opinion = 30
				}
			}
		}
		2 = {
			trigger = {
				culture = {
					NOT = {
						this = scope:friendship_target.culture
					}
					cultural_acceptance = {
						target = scope:friendship_target.culture
						value < 100
					}
				}
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:friendship_target.culture
					value = minor_cultural_acceptance_gain
					desc = cultural_acceptance_friendly_visit
				}
			}
			if = {
				limit = {
					scope:heir.culture = {
						NOR = {
							this = scope:friendship_target.culture
							this = root.culture
						}
						cultural_acceptance = {
							target = scope:friendship_target.culture
							value < 100
						}
					}
				}
				scope:heir.culture = {
					change_cultural_acceptance = {
						target = scope:friendship_target.culture
						value = minor_cultural_acceptance_gain
						desc = cultural_acceptance_friendly_visit
					}
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					is_ai = yes
				}
				scope:friendship_target = {
					short_term_gold >= minor_gold_value
					
				}
			}
			scope:friendship_target = {
				pay_short_term_gold = {
					target = scope:heir
					gold = minor_gold_value
				}
			}
			scope:heir = {
				add_opinion = {
					target = scope:friendship_target
					modifier = gift_opinion
					opinion = 25
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					is_ai = yes
					government_has_flag = government_is_nomadic
					exists = domicile
					domicile.herd >= domicile.minor_herd_value
				}
				government_has_flag = government_is_nomadic
			}
			pay_herd = {
				target = root
				value = domicile.minor_herd_value
			}
			add_opinion = {
				target = scope:friendship_target
				modifier = gift_opinion
				opinion = 25
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_lifestyle = diplomacy_lifestyle
				}
			}
			scope:heir = {
				add_diplomacy_skill = 1
				add_diplomacy_lifestyle_xp = minor_lifestyle_xp
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_lifestyle = martial_lifestyle
				}
			}
			scope:heir = {
				add_martial_skill = 1
				add_martial_lifestyle_xp = minor_lifestyle_xp
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_lifestyle = stewardship_lifestyle
				}
			}
			scope:heir = {
				add_stewardship_skill = 1
				add_stewardship_lifestyle_xp = minor_lifestyle_xp
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_lifestyle = intrigue_lifestyle
				}
			}
			scope:heir = {
				add_intrigue_skill = 1
				add_intrigue_lifestyle_xp = minor_lifestyle_xp
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_lifestyle = learning_lifestyle
				}
			}
			scope:heir = {
				add_learning_skill = 1
				add_learning_lifestyle_xp = minor_lifestyle_xp
			}
		}
		1 = {
			trigger = {
				OR = {
					stress > 0
					scope:heir = {
						stress > 0
					}
				}
			}
			add_stress = minor_stress_impact_loss
			scope:heir = {
				add_stress = medium_stress_impact_loss
			}
		}
	}
}

mpo_heir_lifestyle_xp_gain_effect = {
	if = {
		limit = {
			scope:lifestyle_trait = {
				OR = {
					this = trait:lifestyle_physician
					this = trait:lifestyle_mystic
					this = trait:lifestyle_blademaster
					this = trait:lifestyle_reveler
				}
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = scope:lifestyle_trait
				value = 30
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_hunter
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_hunter
				track = hunter
				value = 15
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_hunter
				track = falconer
				value = 15
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_traveler
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_traveler
				track = travel
				value = 15
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_traveler
				track = danger
				value = 15
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_herbalist
			}
			scope:heir = {
				NOT = {
					has_trait = lifestyle_physician
				}
			}
		}
		scope:heir = {
			add_trait = lifestyle_physician
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_herbalist
			}
			scope:heir = {
				has_trait = lifestyle_physician
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_physician
				value = 30
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_poet
			}
		}
		scope:heir = {
			add_diplomacy_skill = 1
			add_diplomacy_lifestyle_xp = medium_lifestyle_xp
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_gardener
			}
			scope:heir = {
				NOT = {
					has_trait = lifestyle_herbalist
				}
			}
		}
		scope:heir = {
			add_trait = lifestyle_herbalist
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_gardener
			}
			scope:heir = {
				has_trait = lifestyle_herbalist
			}
		}
		scope:heir = {
			add_stewardship_skill = 1
			add_diplomacy_lifestyle_xp = medium_lifestyle_xp
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:drunkard
			}
			scope:heir = {
				has_trait = lifestyle_reveler
			}
		}
		scope:heir = {
			add_trait = lifestyle_reveler
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:drunkard
			}
			scope:heir = {
				has_trait = lifestyle_reveler
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_reveler
				value = 30
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:hashishiyah
			}
			scope:heir = {
				NOT = {
					has_trait = lifestyle_herbalist
				}
			}
		}
		scope:heir = {
			add_trait = lifestyle_herbalist
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:hashishiyah
			}
			scope:heir = {
				has_trait = lifestyle_reveler
			}
		}
		scope:heir = {
			add_trait = lifestyle_reveler
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:hashishiyah
			}
			scope:heir = {
				has_trait = lifestyle_reveler
			}
		}
		scope:heir = {
			add_trait_xp = {
				trait = lifestyle_reveler
				value = 30
			}
		}
	}
}

mpo_heir_hastiluder_xp_gain_effect = {
	random_list = {
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = foot
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = foot
						value >= 50
					}
				}
			}
			scope:heir = {
				add_trait_xp = {
					trait = tourney_participant
					track = foot
					value = 35
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = horse
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = horse
						value >= 50
					}
				}
			}
			scope:heir = {
				add_trait_xp = {
					trait = tourney_participant
					track = horse
					value = 35
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = bow
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = bow
						value >= 50
					}
				}
			}
			scope:heir = {
				add_trait_xp = {
					trait = tourney_participant
					track = bow
					value = 35
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = wit
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = wit
						value >= 50
					}
				}
			}
			scope:heir = {
				add_trait_xp = {
					trait = tourney_participant
					track = wit
					value = 35
				}
			}
		}
	}
}

mpo_target_lifestyle_xp_gain_effect = {
	if = {
		limit = {
			scope:lifestyle_trait = {
				OR = {
					this = trait:lifestyle_physician
					this = trait:lifestyle_mystic
					this = trait:lifestyle_blademaster
					this = trait:lifestyle_reveler
				}
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = scope:lifestyle_trait
				value = 20
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_hunter
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_hunter
				track = hunter
				value = 10
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_hunter
				track = falconer
				value = 10
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_traveler
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_traveler
				track = travel
				value = 10
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_traveler
				track = danger
				value = 10
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_herbalist
			}
			scope:heir = {
				has_trait = lifestyle_physician
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_physician
				value = 20
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_poet
			}
		}
		scope:friendship_target = {
			add_diplomacy_lifestyle_xp = medium_lifestyle_xp
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:lifestyle_gardener
			}
			scope:heir = {
				has_trait = lifestyle_herbalist
			}
		}
		scope:friendship_target = {
			add_diplomacy_lifestyle_xp = medium_lifestyle_xp
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:drunkard
			}
			scope:heir = {
				has_trait = lifestyle_reveler
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_reveler
				value = 20
			}
		}
	}
	else_if = {
		limit = {
			scope:lifestyle_trait = {
				this = trait:hashishiyah
			}
			scope:heir = {
				has_trait = lifestyle_reveler
			}
		}
		scope:friendship_target = {
			add_trait_xp = {
				trait = lifestyle_reveler
				value = 20
			}
		}
	}
	else = {
		scope:friendship_target = {
			add_stress = medium_stress_loss
		}
	}
}

mpo_target_hastiluder_xp_gain_effect = {
	random_list = {
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = foot
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = foot
						value >= 50
					}
				}
			}
			scope:friendship_target = {
				add_trait_xp = {
					trait = tourney_participant
					track = foot
					value = 20
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = horse
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = horse
						value >= 50
					}
				}
			}
			scope:friendship_target = {
				add_trait_xp = {
					trait = tourney_participant
					track = horse
					value = 20
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = bow
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = bow
						value >= 50
					}
				}
			}
			scope:friendship_target = {
				add_trait_xp = {
					trait = tourney_participant
					track = bow
					value = 20
				}
			}
		}
		1 = {
			trigger = {
				scope:friendship_target = {
					has_trait_xp = {
						trait = tourney_participant
						track = wit
						value >= 50
					}
				}
				scope:heir = {
					has_trait_xp = {
						trait = tourney_participant
						track = wit
						value >= 50
					}
				}
			}
			scope:friendship_target = {
				add_trait_xp = {
					trait = tourney_participant
					track = wit
					value = 20
				}
			}
		}
	}
}

nomad_domicile_refund_effect = {
	#Domicile buildings give cash refund
	if = {
		limit = {
			has_domicile = yes
		}
		save_scope_as = former_nomad
		custom_tooltip = nomad_domicile_buildings_converted
		hidden_effect = {
			add_gold = {
				value = {
					value = medium_gold_value
					switch = {
						trigger = domicile.num_domicile_buildings
						7 = { multiply = 7 }
						6 = { multiply = 6 }
						5 = { multiply = 5 }
						4 = { multiply = 4 }
						3 = { multiply = 3 }
						2 = { multiply = 2 }
					}
				}
			}
		}
	}
}

nomad_convert_people_to_tribe_effect = {
	change_government = tribal_government
	
	#Winning a cool war to get this government should mean high authority
	if = {
		limit = {
			exists = scope:overrunner
			this = scope:overrunner
		}
		add_realm_law = tribal_authority_2
	}
}

nomad_convert_people_to_clan_effect = {
	change_government = clan_government

	#Start off crown authorities.
	if = {
		limit = {
			NOT = { has_realm_law = crown_authority_1 }
		}
		add_realm_law_skip_effects = crown_authority_1
	}
}

nomad_convert_people_to_feudal_effect = {
	change_government = feudal_government

	#Start off crown authorities.
	if = {
		limit = {
			NOT = { has_realm_law = crown_authority_1 }
		}
		add_realm_law_skip_effects = crown_authority_1
	}
}

mpo_overrunning_vassal_title_distribution_effect = {
	every_held_title = {
		limit = {
			tier = tier_county
			any_this_title_or_de_jure_above = {
				tier = tier_duchy
				NOT = {
					this = scope:new_capital_duchy
				}
			}
		}
		add_to_list = overrun_counties
	}
	scope:target = {
		every_direct_de_jure_vassal_title = {
			limit = {
				tier = tier_duchy
				NOT = {
					this = scope:new_capital_duchy
				}
				any_de_jure_county = {
					count >= 2
					holder = scope:attacker
				}
				OR = {
					NOT = { exists = holder }
					holder.top_liege = scope:defender
					holder.top_liege = scope:attacker
				}
			}
			add_to_list = overrun_duchies
		}
	}
	#Distribute all counties
	while = {
		limit = {
			any_in_list = {
				list = overrun_counties
				holder = scope:attacker
			}
			any_in_list = {
				list = potential_overrunning_vassals
				NOT = {
					has_character_flag = got_overrun_title
				}
			}
		}
		#Is a duchy available?
		if = {
			limit = {
				any_in_list = {
					list = overrun_duchies
					any_de_jure_county = {
						holder = scope:attacker
					}
				}
			}
			#Grant biggest duchy available
			if = {
				limit = {
					any_in_list = {
						list = overrun_duchies
						#Forgive me for how stupid this is
						any_de_jure_county = {
							count >= 5
							holder = scope:attacker
						}
					}
				}
				random_in_list = {
					list = overrun_duchies
					limit = {
						any_de_jure_county = {
							count >= 5
							holder = scope:attacker
						}
					}
					save_scope_as = duchy_to_grant
				}
			}
			else_if = {
				limit = {
					any_in_list = {
						list = overrun_duchies
						#Forgive me for how stupid this is
						any_de_jure_county = {
							count >= 4
							holder = scope:attacker
						}
					}
				}
				random_in_list = {
					list = overrun_duchies
					limit = {
						any_de_jure_county = {
							count >= 4
							holder = scope:attacker
						}
					}
					save_scope_as = duchy_to_grant
				}
			}
			else_if = {
				limit = {
					any_in_list = {
						list = overrun_duchies
						#Forgive me for how stupid this is
						any_de_jure_county = {
							count >= 3
							holder = scope:attacker
						}
					}
				}
				random_in_list = {
					list = overrun_duchies
					limit = {
						any_de_jure_county = {
							count >= 3
							holder = scope:attacker
						}
					}
					save_scope_as = duchy_to_grant
				}
			}
			else = {
				random_in_list = {
					list = overrun_duchies
					save_scope_as = duchy_to_grant
				}
			}
			#Choose best county
			scope:duchy_to_grant = {
				if = {
					limit = {
						title_capital_county = {
							holder = scope:attacker
						}
					}
					title_capital_county = {
						save_scope_as = title_to_grant
					}
				}
				else = {
					ordered_de_jure_county = {
						order_by = development_level
						limit = {
							holder = scope:attacker
						}
						save_scope_as = title_to_grant
					}
				}
			}
		}
		#Counts
		else = {
			ordered_in_list = {
				order_by = development_level
				list = overrun_counties
				save_scope_as = title_to_grant
			}
		}
		#Choose a vassal
		ordered_in_list = {
			list = potential_overrunning_vassals
			limit = {
				NOT = {
					has_character_flag = got_overrun_title
				}
			}
			order_by = max_military_strength
			save_scope_as = title_gainer
			#Add character flag - they should be done
			add_character_flag = got_overrun_title

			#tributaries go
			hidden_effect = {
				every_tributary = {
					custom = custom.every_tributary
					end_tributary = yes
				}
			}

			#Give up nomadic titles
			if = {
				limit = {
					NOT = {
						scope:title_to_grant = {
							any_county_province = {
								OR = {
									has_holding_type = nomad_holding
									has_holding_type = herder_holding
								}
							}
						}
					}
				}
				mpo_overrunning_ending_nomadism_effect = yes
			}
			#Nomads should still move
			else = {
				hidden_effect = {
					give_domain_to_herders = yes
				}
			}
		}
		scope:title_gainer = {
			create_title_and_vassal_change = {
				type = granted
				save_scope_as = title_change
			}
			scope:title_to_grant = {
				change_title_holder = {
					holder = scope:title_gainer
					change = scope:title_change
				}
			}
			resolve_title_and_vassal_change = scope:title_change
			#Add duchy if they're getting one
			if = {
				limit = {
					exists = scope:duchy_to_grant
				}
				create_title_and_vassal_change = {
					type = granted
					save_scope_as = title_change
				}
				scope:duchy_to_grant = {
					change_title_holder = {
						holder = scope:title_gainer
						change = scope:title_change
					}
				}
				resolve_title_and_vassal_change = scope:title_change
			}
			#If they got a duchy, can bring over an existing vassal as a vassal
			if = {
				limit = {
					exists = scope:duchy_to_grant
					scope:duchy_to_grant = {
						any_de_jure_county = {
							holder = scope:attacker
							is_in_list = overrun_counties
						}
					}
					any_vassal = {
						highest_held_title_tier >= tier_county
						NOT = {
							any_held_title = {
								kingdom = scope:target
							}
						}
						mpo_overrunning_willing_vassal_trigger = yes
					}
				}
				scope:duchy_to_grant = {
					random_de_jure_county = {
						limit = {
							holder = scope:attacker
							is_in_list = overrun_counties
						}
						save_scope_as = undervassal_county
					}
				}
				ordered_vassal = {
					order_by = max_military_strength
					limit = {
						highest_held_title_tier >= tier_county
						NOT = {
							any_held_title = {
								kingdom = scope:target
							}
						}
						mpo_overrunning_willing_vassal_trigger = yes
					}
					save_scope_as = undervassal
					
					#Give up nomadic titles
					if = {
						limit = {
							NOT = {
								scope:undervassal_county = {
									any_county_province = {
										OR = {
											has_holding_type = nomad_holding
											has_holding_type = herder_holding
										}
									}
								}
							}
						}
						mpo_overrunning_ending_nomadism_effect = yes
					}
					#Nomads should still move
					else = {
						hidden_effect = {
							give_domain_to_herders = yes
						}
					}
					#Change government to match attacker
					scope:undervassal = {
						if = {
							limit = {
								scope:title_to_grant = {
									any_county_province = {
										OR = {
											has_holding_type = nomad_holding
											has_holding_type = herder_holding
										}
									}
								}
							}
							#Do nothing, they're still nomadic
						}
						else_if = {
							limit = {
								scope:undervassal_county = {
									any_county_province = {
										has_holding_type = tribal_holding
									}
								}
							}
							nomad_convert_people_to_tribe_effect = yes
						}
						else_if = {
							limit = {
								scope:undervassal = {
									OR = {
										#Personal reasons to go clan
										faith.religion = religion:islam_religion
										culture ?= {
											OR = {
												has_cultural_pillar = heritage_arabic
												has_cultural_pillar = heritage_iranian
											}
										}
										#county and liege are clan
										AND = {
											scope:title_to_grant = {
												OR = {
													faith.religion = religion:islam_religion
													culture = {
														OR = {
															has_cultural_pillar = heritage_arabic
															has_cultural_pillar = heritage_iranian
														}
													}
												}
											}
											scope:attacker = {
												government_has_flag = government_is_clan
											}
										}
									}
								}
							}
							nomad_convert_people_to_clan_effect = yes
						}
						else = {
							nomad_convert_people_to_feudal_effect = yes
						}
					}
					#Have to re-add them as a vassal probably
					create_title_and_vassal_change = {
						type = granted
						save_scope_as = change
						add_claim_on_loss = no
					}
					change_liege = {
						liege = scope:undervassal_county.duchy.holder
						change = scope:change
					}
					resolve_title_and_vassal_change = scope:change

					#Give them their county
					create_title_and_vassal_change = {
						type = granted
						save_scope_as = title_change_2
					}
					scope:title_to_grant = {
						change_title_holder = {
							holder = scope:undervassal
							change = scope:title_change_2
						}
					}
					resolve_title_and_vassal_change = scope:title_change_2
				}
			}
		}
		#Change government
		scope:attacker = {
			if = {
				limit = {
					scope:title_to_grant = {
						any_county_province = {
							OR = {
								has_holding_type = nomad_holding
								has_holding_type = herder_holding
							}
						}
					}
				}
				#Do nothing, they're still nomadic
			}
			else_if = {
				limit = {
					scope:title_to_grant = {
						any_county_province = {
							has_holding_type = tribal_holding
						}
					}
				}
				scope:title_gainer = {
					nomad_convert_people_to_tribe_effect = yes
				}
			}
			else_if = {
				limit = {
					scope:title_gainer = {
						OR = {
							#Personal reasons to go clan
							faith.religion = religion:islam_religion
							culture = {
								OR = {
									has_cultural_pillar = heritage_arabic
									has_cultural_pillar = heritage_iranian
								}
							}
							#county and liege are clan
							AND = {
								scope:title_to_grant = {
									OR = {
										faith.religion = religion:islam_religion
										culture = {
											OR = {
												has_cultural_pillar = heritage_arabic
												has_cultural_pillar = heritage_iranian
											}
										}
									}
								}
								scope:attacker = {
									government_has_flag = government_is_clan
								}
							}
						}
					}
				}
				scope:title_gainer = {
					nomad_convert_people_to_clan_effect = yes
				}
			}
			else = {
				scope:title_gainer = {
					nomad_convert_people_to_feudal_effect = yes
				}
			}
		}
		
		#Have to re-add them as a vassal probably
		scope:title_gainer = {
			if = {
				limit = {
					NOT = {
						liege = scope:attacker
					}
				}
				create_title_and_vassal_change = {
					type = granted
					save_scope_as = change
					add_claim_on_loss = no
				}
				change_liege = {
					liege = scope:attacker
					change = scope:change
				}
				resolve_title_and_vassal_change = scope:change
			}
		}
		
		#Remove chosen titles from list
		scope:duchy_to_grant ?= {
			remove_from_list = overrun_duchies
		}
		scope:title_to_grant = {
			remove_from_list = overrun_counties
		}
		scope:undervassal_county ?= {
			remove_from_list = overrun_counties
		}
		if = {
			limit = {
				exists = scope:duchy_to_grant
			}
			clear_saved_scope = duchy_to_grant
		}
	}
	#ASSIGN VASSALS TO DUKES
	every_vassal = {
		limit = {
			highest_held_title_tier = tier_county
			primary_title = {
				kingdom = scope:target
				any_this_title_or_de_jure_above = {
					tier = tier_duchy
					exists = holder
					NOT = {
						holder = scope:attacker
					}
					holder.top_liege = scope:attacker
				}
			}
		}
		#Have to re-add them as a vassal probably
		create_title_and_vassal_change = {
			type = granted
			save_scope_as = change
			add_claim_on_loss = no
		}
		change_liege = {
			liege = primary_title.duchy.holder
			change = scope:change
		}
		resolve_title_and_vassal_change = scope:change
	}
	
	#GIVE DUKES THE REST OF THEIR COUNTIES FROM ATTACKER
	every_held_title = {
		limit = {
			tier = tier_county
			kingdom = scope:target
			any_this_title_or_de_jure_above = {
				tier = tier_duchy
				exists = holder
				NOT = {
					holder = scope:attacker
				}
				holder = {
					is_vassal_or_below_of = scope:attacker
				}
			}
		}
		scope:attacker = {
			create_title_and_vassal_change = {
				type = granted
				save_scope_as = title_change
			}
		}
		change_title_holder = {
			holder = duchy.holder
			change = scope:title_change
		}
		scope:attacker = {
			resolve_title_and_vassal_change = scope:title_change
		}
	}
	#Get rid of this now-useless flag
	every_vassal = {
		limit = {
			has_character_flag = got_overrun_title
		}
		remove_character_flag = got_overrun_title
	}
}

mpo_overrunning_ending_nomadism_effect = {
	#Wrap up being a nomad
	nomad_domicile_refund_effect = yes
	nomad_convert_herds_to_gold_special_troops_effect = yes
	hidden_effect = {
		give_domain_to_herders = yes
	}
}

nomad_convert_herds_to_gold_special_troops_effect = {
	save_scope_as = former_nomad
	custom_tooltip = gold_army_for_herd_tt
	hidden_effect = {
		if = {
			limit = {
				domicile.herd >= 50
			}
			save_scope_as = army_getter
			add_gold = {
				value = domicile.herd
				multiply = 0.3
				min = 100
				max = 10000
			}
			spawn_army = {
				levies = 200
				men_at_arms = {
					type = horse_archers
					men = { value = domicile.herd multiply = 0.02 min = 100 max = 10000 }
				}
				men_at_arms = {
					type = steppe_raiders
					men = { value = domicile.herd multiply = 0.01 min = 100 max = 10000 }
				}
				men_at_arms = {
					type = nomad_lancers
					men = { value = domicile.herd multiply = 0.01 min = 100 max = 10000 }
				}
				men_at_arms = {
					type = nomadic_riders
					men = { value = domicile.herd multiply = 0.1 min = 100 max = 10000 }
				}
				location = capital_province
				inheritable = yes
				uses_supply = yes
				name = former_nomad_army_name
			}
		}
	}
}

set_throatsinging_style_effect = {
    random_list = {
        10 = {
            modifier = {
                add = 10
                is_female = yes
            }
            set_variable = {
                name = throatsinging_style
                value = flag:sygyt
            }
        }
        10 = {
            set_variable = {
                name = throatsinging_style
                value = flag:hoomei
            }
        }
        10 = {
            set_variable = {
                name = throatsinging_style
                value = flag:kargyraa
            }
        }
    }
	set_variable = {
        name = throatsinging_practice
        value = 1
    }
}

mpo_dominance_scaled_minor_gold_gain = {
	if = {
		limit = {
			OR = {
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}
		}
		add_gold = massive_gold_value
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_3
		}
		add_gold = major_gold_value
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_2
		}
		add_gold = medium_gold_value
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_1
		}
		add_gold = minor_gold_value
	}
}

mpo_decisions_events_0500_effect = {
	custom_tooltip = {
		text = mpo_decisions_events_0500_effect_vassal_tt
		every_vassal = {
			limit = {
				NOT = {
					is_obedient_to = root
				}
			}
			add_opinion = {
				target = root
				modifier = obedience_opinion
			}
		}
	}
	custom_tooltip = {
		text = mpo_decisions_events_0500_effect_courtier_tt
		every_courtier = {
			limit = {
				NOR = {
					is_obedient_to = root
					has_obedience_reason = root
				}
			}
			add_opinion = {
				target = root
				modifier = obedience_opinion
			}
		}
	}
	custom_tooltip = {
		text = mpo_desperate_stance_invasion_cb_enable_var_tt
		set_variable = mpo_desperate_stance_invasion_cb_enable_var
	}
}

mpo_dominance_scaled_miniscule_gold_gain = {
	if = {
		limit = {
			OR = {
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}
		}
		add_gold = major_gold_value
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_3
		}
		add_gold = medium_gold_value
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_2
		}
		add_gold = minor_gold_value
	}
	if = {
		limit = {
			has_realm_law = nomadic_authority_1
		}
		add_gold = miniscule_gold_value
	}
}

mpo_save_potential_blood_brother_war_allies_effect = {
	scope:war = {
		if = {
			limit = {
				any_war_attacker = {
					count >= 2
					mpo_valid_for_blood_brotherhood_trigger = yes
				}
			}
			#Lord forgive me for this script
			every_war_attacker = {
				limit = {
					mpo_valid_for_blood_brotherhood_trigger = yes
				}
				add_to_list = attacker_war_allies_list
				
			}
			while = {
				limit = {
					any_war_attacker = {
						is_in_list = attacker_war_allies_list
					}
				}
				random_war_attacker = {
					limit = {
						is_in_list = attacker_war_allies_list
					}
					save_scope_as = current_ally
				}
				every_war_attacker = {
					limit = {
						mpo_valid_for_blood_brotherhood_trigger = yes
						NOT = {
							this = scope:current_ally
						}
					}
					add_to_variable_list = {
						name = former_war_allies
						target = scope:current_ally
						years = 10
					}
				}
				scope:current_ally = {
					remove_from_list = attacker_war_allies_list
				}
				clear_saved_scope = current_ally
			}
		}
		if = {
			limit = {
				any_war_defender = {
					count >= 2
					mpo_valid_for_blood_brotherhood_trigger = yes
				}
			}
			every_war_defender = {
				limit = {
					mpo_valid_for_blood_brotherhood_trigger = yes
				}
				add_to_list = defender_war_allies_list
			}
			while = {
				limit = {
					any_war_defender = {
						is_in_list = defender_war_allies_list
					}
				}
				random_war_defender = {
					limit = {
						is_in_list = defender_war_allies_list
					}
					save_scope_as = current_ally
				}
				every_war_defender = {
					limit = {
						mpo_valid_for_blood_brotherhood_trigger = yes
						NOT = {
							this = scope:current_ally
						}
					}
					add_to_variable_list = {
						name = former_war_allies
						target = scope:current_ally
						years = 10
					}
				}
				scope:current_ally = {
					remove_from_list = defender_war_allies_list
				}
				clear_saved_scope = current_ally
			}
		}
	}
}

mpo_blood_brother_new_family_member_opinion_effect = {
	hidden_effect = {
		#Add blood brother close family opinion to actor's family
		save_scope_as = new_kin
		scope:other_blood_brother = {
			add_to_list = other_blood_brother_family
			add_character_flag = unhandled_family
			every_child = {
				add_to_list = other_blood_brother_family
				add_character_flag = unhandled_family
			}
			primary_spouse ?= {
				add_to_list = other_blood_brother_family
				add_character_flag = unhandled_family
			}
		}
		#Save other family on new kin
		while = {
			limit = {
				any_in_list = {
					list = other_blood_brother_family
					has_character_flag = unhandled_family
				}
			}
			random_in_list = {
				list = other_blood_brother_family
				limit = {
					has_character_flag = unhandled_family
				}
				save_scope_as = other_blood_brother_picked_family
				remove_character_flag = unhandled_family
			}
			scope:other_blood_brother_picked_family = {
				add_opinion = {
					target = scope:new_kin
					modifier = blood_brother_close_family_opinion
				}
				reverse_add_opinion = {
					target = scope:new_kin
					modifier = blood_brother_close_family_opinion
				}
			}
			clear_saved_scope = other_blood_brother_picked_family
		}
	}
}

mpo_blood_brother_remove_family_opinion_effect = {
	hidden_effect = {
		#Add blood brother close family opinion to actor's family
		save_scope_as = former_kin
		scope:other_blood_brother = {
			add_to_list = other_blood_brother_family
			add_character_flag = unhandled_family
			every_child = {
				add_to_list = other_blood_brother_family
				add_character_flag = unhandled_family
			}
			primary_spouse ?= {
				add_to_list = other_blood_brother_family
				add_character_flag = unhandled_family
			}
		}
		#Remove other family on former kin
		while = {
			limit = {
				any_in_list = {
					list = other_blood_brother_family
					has_character_flag = unhandled_family
				}
			}
			random_in_list = {
				list = other_blood_brother_family
				limit = {
					has_character_flag = unhandled_family
				}
				save_scope_as = other_blood_brother_picked_family
				remove_character_flag = unhandled_family
			}
			scope:other_blood_brother_picked_family = {
				remove_opinion = {
					target = scope:former_kin
					modifier = blood_brother_close_family_opinion
				}
				scope:former_kin = {
					remove_opinion = {
						target = scope:other_blood_brother_picked_family
						modifier = blood_brother_close_family_opinion
					}
				}
			}
			clear_saved_scope = other_blood_brother_picked_family
		}
	}
}

mpo_blood_brother_tooltip_actor_effect = {
	show_as_tooltip = {
		set_relation_blood_brother = scope:recipient
	}
	custom_tooltip = blood_brother_alliance_actor_alliance_past_tt
	custom_tooltip = blood_brother_actor_gains_hook_past_tt
	custom_tooltip = blood_brother_actor_recipient_hook_past_tt
}
mpo_blood_brother_tooltip_recipient_effect = {
	show_as_tooltip = { set_relation_blood_brother = scope:actor }
	custom_tooltip = blood_brother_alliance_recipient_alliance_past_tt
	custom_tooltip = blood_brother_recipient_gains_hook_past_tt
	custom_tooltip = blood_brother_recipient_actor_hook_past_tt
}
make_blood_brother_save_common_enemy_effect = {
	save_temporary_scope_as = blood_brother_temp
	#DUKES OR HIGHER
	#Nemeses and rivals
	if = {
		limit = {
			any_relation = {
				type = nemesis
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
		}
		ordered_relation = {
			order_by = max_military_strength
			type = nemesis
			limit = {
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
			save_scope_as = shared_foe
		}
	}
	else_if = {
		limit = {
			any_relation = {
				type = rival
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
		}
		ordered_relation = {
			order_by = max_military_strength
			type = rival
			limit = {
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
			save_scope_as = shared_foe
		}
	}
	#You have a house feud against someone recipient is also opposed to
	else_if = {
		limit = {
			exists = house.house_head
			exists = scope:recipient.house
			NOT = {
				house = scope:recipient.house
			}
			house = {
				any_house_relation = {
					has_house_relation_level = feud
					any_relation_house = {
						house_head = {
							mpo_blood_brother_common_enemy_sub_trigger = yes
							mpo_ideal_common_foe_trigger = yes
						}
					}
				}
			}
		}
		house = {
			random_house_relation = {
				limit = {
					has_house_relation_level = feud
					any_relation_house = {
						house_head = {
							mpo_blood_brother_common_enemy_sub_trigger = yes
							mpo_ideal_common_foe_trigger = yes
						}
					}
				}
				random_relation_house = {
					limit = {
						house_head = {
							mpo_blood_brother_common_enemy_sub_trigger = yes
							mpo_ideal_common_foe_trigger = yes
						}
					}
					house_head = { save_scope_as = shared_foe }
				}
			}
		}
	}
	#In faction against someone recipient is opposed to
	else_if = {
		limit = {
			liege ?= {
				any_targeting_faction = {
					any_faction_member = {
						this = scope:actor
					}
				}
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
		}
		liege = {
			save_scope_as = shared_foe
		}
	}
	#You are at war with someone that recipient is also opposed to
	else_if = {
		limit = {
			any_war_enemy = {
				NOT = { has_variable = rebel_leader_peasants }
				any_character_war = {
					is_war_leader = prev
					is_war_leader = scope:actor
				}
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
		}
		ordered_war_enemy = {
			order_by = max_military_strength
			limit = {
				NOT = { has_variable = rebel_leader_peasants }
				any_character_war = {
					is_war_leader = prev
					is_war_leader = scope:actor
				}
				mpo_blood_brother_common_enemy_sub_trigger = yes
				mpo_ideal_common_foe_trigger = yes
			}
			save_scope_as = shared_foe
		}
	}
	#You have a faction member that recipient is also opposed to
	else_if = {
		limit = {
			any_targeting_faction = {
				any_faction_member = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
			}
		}
		random_targeting_faction = {
			ordered_faction_member = {
				order_by = max_military_strength
				limit = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
				save_scope_as = shared_foe
			}
		}
	}
	#You are a title claimant against someone recipient don't like
	else_if = {
		limit = {
			any_claim = {
				exists = holder
				NOT = {
					scope:recipient = { has_claim_on = prev }
				}
				holder = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
			}
		}
		ordered_claim = {
			order_by = tier
			limit = {
				exists = holder
				NOT = {
					scope:recipient = { has_claim_on = prev }
				}
				holder = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
			}
			holder = {
				save_scope_as = shared_foe
			}
		}
	}
	#You have a title claimant that recipient is also opposed to
	else_if = {
		limit = {
			any_held_title = {
				NOT = {
					scope:recipient = {
						has_claim_on = prev
					}
				}
				any_claimant = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
			}
		}
		ordered_held_title = {
			order_by = tier
			limit = {
				NOT = {
					scope:recipient = {
						has_claim_on = prev
					}
				}
				any_claimant = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
			}
			ordered_claimant = {
				order_by = current_military_strength
				limit = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
				save_scope_as = shared_foe
			}
		}
	}

	#ANYONE IS FINE

	#Nemeses and rivals
	else_if = {
		limit = {
			any_relation = {
				type = nemesis
				mpo_blood_brother_common_enemy_sub_trigger = yes
			}
		}
		ordered_relation = {
			order_by = max_military_strength
			type = nemesis
			limit = { mpo_blood_brother_common_enemy_sub_trigger = yes }
			save_scope_as = shared_foe
		}
	}
	else_if = {
		limit = {
			any_relation = {
				type = rival
				mpo_blood_brother_common_enemy_sub_trigger = yes
			}
		}
		ordered_relation = {
			order_by = max_military_strength
			type = rival
			limit = { mpo_blood_brother_common_enemy_sub_trigger = yes }
			save_scope_as = shared_foe
		}
	}
	#You have a house feud against someone recipient is also opposed to
	else_if = {
		limit = {
			
			exists = house.house_head
			exists = scope:recipient.house
			NOT = {
				house = scope:recipient.house
			}
			house = {
				any_house_relation = {
					has_house_relation_level = feud
					any_relation_house = {
						house_head = { mpo_blood_brother_common_enemy_sub_trigger = yes }
					}
				}
			}
		}
		house = {
			random_house_relation = {
				limit = {
					has_house_relation_level = feud
					any_relation_house = {
						house_head = { mpo_blood_brother_common_enemy_sub_trigger = yes }
					}
				}
				random_relation_house = {
					limit = {
						house_head = { mpo_blood_brother_common_enemy_sub_trigger = yes }
					}
					house_head = { save_scope_as = shared_foe }
				}
			}
		}
	}
	#In faction against someone recipient is opposed to
	else_if = {
		limit = {
			liege ?= {
				any_targeting_faction = {
					any_faction_member = {
						this = scope:actor
					}
				}
				mpo_blood_brother_common_enemy_sub_trigger = yes
			}
		}
		liege = {
			save_scope_as = shared_foe
		}
	}
	#You are at war with someone that recipient is also opposed to
	else_if = {
		limit = {
			any_war_enemy = {
				NOT = { has_variable = rebel_leader_peasants }
				any_character_war = {
					is_war_leader = prev
					is_war_leader = scope:actor
				}
				mpo_blood_brother_common_enemy_sub_trigger = yes
			}
		}
		ordered_war_enemy = {
			order_by = max_military_strength
			limit = {
				NOT = { has_variable = rebel_leader_peasants }
				any_character_war = {
					is_war_leader = prev
					is_war_leader = scope:actor
				}
				mpo_blood_brother_common_enemy_sub_trigger = yes
			}
			save_scope_as = shared_foe
		}
	}
	#You have a faction member that recipient is also opposed to
	else_if = {
		limit = {
			any_targeting_faction = {
				any_faction_member = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
				}
			}
		}
		random_targeting_faction = {
			ordered_faction_member = {
				order_by = max_military_strength
				limit = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
				}
				save_scope_as = shared_foe
			}
		}
	}
	#You are a title claimant against someone recipient don't like
	else_if = {
		limit = {
			any_claim = {
				exists = holder
				NOT = {
					scope:recipient = { has_claim_on = prev }
				}
				holder = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
				}
			}
		}
		ordered_claim = {
			order_by = tier
			limit = {
				exists = holder
				NOT = {
					scope:recipient = { has_claim_on = prev }
				}
				holder = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
				}
			}
			holder = {
				save_scope_as = shared_foe
			}
		}
	}
	#You have a title claimant that recipient is also opposed to
	else_if = {
		limit = {
			any_held_title = {
				NOT = {
					scope:recipient = {
						has_claim_on = prev
					}
				}
				any_claimant = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
				}
			}
		}
		ordered_held_title = {
			order_by = tier
			limit = {
				NOT = {
					scope:recipient = {
						has_claim_on = prev
					}
				}
				any_claimant = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
				}
			}
			ordered_claimant = {
				order_by = current_military_strength
				limit = {
					mpo_blood_brother_common_enemy_sub_trigger = yes
					mpo_ideal_common_foe_trigger = yes
				}
				save_scope_as = shared_foe
			}
		}
	}
}

mpo_remove_blood_brother_modifiers_effect = {
	remove_character_modifier = blood_brother_foe_modifier
	remove_character_modifier = blood_brother_august_modifier
	remove_character_modifier = blood_brother_august_nomadic_modifier
	remove_character_modifier = blood_brother_warrior_modifier
	remove_character_modifier = blood_brother_clever_modifier
	remove_character_modifier = blood_brother_clever_nomadic_modifier
	remove_character_modifier = blood_brother_loving_modifier
	if = {
		limit = {
			has_variable = blood_brother_foe
		}
		remove_variable = blood_brother_foe
	}
	if = {
		limit = {
			any_relation = {
				type = blood_brother
			}
		}
		every_relation = {
			type = blood_brother

			remove_character_modifier = blood_brother_foe_modifier
			remove_character_modifier = blood_brother_august_modifier
			remove_character_modifier = blood_brother_august_nomadic_modifier
			remove_character_modifier = blood_brother_warrior_modifier
			remove_character_modifier = blood_brother_clever_modifier
			remove_character_modifier = blood_brother_clever_nomadic_modifier
			remove_character_modifier = blood_brother_loving_modifier
			if = {
				limit = {
					has_variable = blood_brother_foe
				}
				remove_variable = blood_brother_foe
			}
		}
	}
}

refill_maa_with_herd_effect = {
	save_scope_as = nomad_temp
	while = {
		limit = {
			scope:actor.domicile.herd > 0
			any_maa_regiment = {
				maa_regiments_valid_to_refill_trigger = yes
			}
		}
		random_maa_regiment = {
			limit = {
				maa_regiments_valid_to_refill_trigger = yes
			}
			save_scope_as = maa_scope
			save_scope_value_as = {
				name = current_herd_max_value_scope
				value = scope:actor.domicile.herd
			}
			scope:actor.domicile ?= {
				change_herd = {
					value = {
						add = scope:maa_scope.replenishable_troops_value
						divide = herd_refill_value
						max = scope:current_herd_max_value_scope
						multiply = -1
					}
				}
			}
			change_maa_troops_count = replenishable_troops_with_herd_value
		}
	}
}

end_blood_brotherhood_effect = {
	if = {
		limit = {
			has_relation_blood_brother = $TARGET$
		}
		remove_relation_blood_brother = $TARGET$
	}
}

make_obedient_recipient_to_actor_effect = {
	if = {
		limit = {
			scope:recipient = {
				obedience_target = scope:actor
				NOT = { is_obedient_to = scope:actor }
			}
		}
		scope:recipient = {
			add_opinion = {
				target = scope:actor
				modifier = obedience_opinion
			}
		}
	}
}

lower_dominance_level_effect = {
	switch = {
		trigger = has_realm_law
		nomadic_authority_1 = {
			# Nothing happens
		}
		nomadic_authority_2 = {
			remove_realm_law = nomadic_authority_2
			add_realm_law = nomadic_authority_1
		}
		nomadic_authority_3 = {
			remove_realm_law = nomadic_authority_3
			add_realm_law = nomadic_authority_2
		}
		nomadic_authority_4 = {
			remove_realm_law = nomadic_authority_4
			add_realm_law = nomadic_authority_3
		}
	}
	set_variable = {
		name = nomadic_authority_cooldown
		years = 5
	}
}

adopt_nomadic_ways_decision_effect = {
	change_government = nomad_government
	custom_tooltip = adopt_nomadic_ways_decision_title_tt
	custom_tooltip = adopt_nomadic_ways_decision_herd_tt
	if = {
		limit = { NOT = { has_trait = nomadic_philosophy } }
		add_trait_force_tooltip = nomadic_philosophy
	}
}

# Different effect as we cannot access the Herder scope in the preview
adopt_nomadic_ways_decision_event_effect = {
	add_character_flag = {
		flag = domicile_culture_and_faith_check
		days = 1
	}
	set_variable = {
		name = previous_provisions
		value = root.domicile.provisions
	}
	change_government = nomad_government
	location.county = { save_scope_as = title }
	create_title_and_vassal_change = {
		type = granted
		save_scope_as = change
		add_claim_on_loss = no
	}
	scope:title = {
		change_title_holder = {
			holder = root
			change = scope:change
		}
	}
	resolve_title_and_vassal_change = scope:change
	# We give you 25% of your provisions as Herd
	custom_tooltip = adopt_nomadic_ways_decision_herd_tt
	domicile = {
		change_herd = {
			value = root.var:previous_provisions
			multiply = 0.25
		}
	}
	if = {
		limit = { NOT = { has_trait = nomadic_philosophy } }
		add_trait = nomadic_philosophy
	}
}

mpo_confederation_join_defensive_war_effect = {
	scope:defender.confederation = {
		every_confederation_member = {
			limit = {
				highest_held_title_tier >= tier_county
				NOR = {
					is_at_war_with = scope:defender
					is_allied_to = scope:attacker
					is_imprisoned_by = scope:defender
					is_imprisoned_by = scope:attacker
					is_defender_in_war = scope:war
					is_attacker_in_war = scope:war
				}
			}
			scope:war = {
				add_defender = prev
			}
		}
	}
}

confederation_migration_notification_effect = {
	confederation ?= {
		every_confederation_member = {
			limit = {
				NOT = {
					this = scope:actor
				}
			}
			send_interface_message = {
				type = msg_broken_confederation
				title = msg_broken_confederation_migration
				desc = msg_broken_confederation_migration_desc
				left_icon = scope:actor
			}
		}
	}
	send_interface_message = {
		type = msg_broken_confederation
		title = msg_broken_confederation_migration_root
		desc = msg_broken_confederation_migration_root_desc
		left_icon = confederation
	}
	add_character_flag = {
		flag = migrating_from_confederation
		months = 1
	}
}

summon_three_fair_courtiers_effect = {
	save_scope_as = root_scope
	create_character = {
		employer = scope:root_scope
		template = $NOMAD_TEMPLATE_CHARACTER$
		faith = root.location.faith
		culture = root.location.culture
		save_scope_as = new_commander
	}
	if = { # Error suppression
		limit = {
			exists = scope:new_commander
		}
		scope:new_commander = {
			assign_random_nickname_effect = yes
			add_character_flag = {
				flag = blocked_from_leaving
				years = 25
			}
		}
		if = {
			limit = {
				scope:new_commander = {
					NOT = {
						is_courtier_of = scope:root_scope
					}
				}
			}
			add_courtier = scope:new_commander
		}
		send_interface_message = {
			title = nomad_character_recruited.t
			left_icon = scope:new_commander
			custom_tooltip = commander_recruited.desc
		}
	}
}

mpo_war_vassal_tributary_effect = {
	create_title_and_vassal_change = {
		type = conquest
		save_scope_as = change
		add_claim_on_loss = yes
	}

	every_in_list = {
		list = target_titles
		if = {
			limit = {
				tier >= tier_county
			}
			every_de_jure_county = {
				limit = {
					holder = {
						OR = {
							this = scope:defender
							top_liege = scope:defender
							top_suzerain ?= scope:defender
						}
					}
				}
				holder ?= {
					add_to_list = target_holder
				}
				add_to_list = target_titles
			}
		}

		holder ?= { 
			add_to_list = target_holder
			save_scope_as = temp_de_jure_liege 
		}
		add_hook_from_temp_de_jure_liege_to_attacker = yes
	}

	every_in_list = {
		list = target_titles
		add_to_list = prestige_gain_list
	}

	ordered_in_list = {
		list = target_titles
		order_by = tier
		max = 1
		save_scope_as = war_goal_title
	}

	every_in_list = {
		list = target_holder
		save_scope_as = current_target_holder
		if = {
			limit = {
				NOT = {
					any_held_county = {
						exists = duchy
						NOT = { is_in_list = target_titles }
					}
				}
				NOR = {
					this = scope:attacker
					top_liege = scope:attacker
					top_suzerain ?= scope:attacker
				}
				highest_held_title_tier <= scope:war_goal_title.tier
			}
			if = {
				limit = {
					NOR = {
						this = scope:attacker
						top_liege = scope:attacker
						top_suzerain ?= scope:attacker
					}
					scope:attacker = {
						vassal_count >= vassal_limit
					}
				}
				start_tributary_from_war_effect = {
					TRIBUTARY = scope:defender
					SUZERAIN = scope:attacker
					WAR = $WAR$
				}
				#If you tributarize a confederate, they leave their confederation
				if = {
					limit = {
						scope:defender = {
							is_confederation_member = yes
						}
					}
					scope:defender.confederation = {
						remove_confederation_member = scope:defender
					}
				}
			}
			else_if = {
				limit = {
					NOR = {
						this = scope:attacker
						top_liege = scope:attacker
						top_suzerain ?= scope:attacker
					}
				}
				change_liege = {
					liege = scope:attacker
					change = scope:change
				}
			}
			every_in_list = {
				list = target_titles
				limit = {
					holder ?= { this = scope:current_target_holder }
				}
				remove_from_list = target_titles
			}
		}
	}

	every_in_list = {
		list = target_titles
		limit = {
			OR = {
				NOT = { exists = holder }
				holder ?= {
					NOR = {
						this = scope:attacker
						any_liege_or_above = { this = scope:attacker }
						top_suzerain ?= scope:attacker
					}
				}
			}
		}
		change_title_holder = {
			holder = scope:attacker
			change = scope:change
		}
		remove_from_list = target_titles
	}
	
	save_scope_value_as = {
		name = cb_prestige_factor
		value = {
			value = 0
			every_in_list = {
				list = prestige_gain_list
				add = 50
			}
		}
	}

	scope:attacker = {
		add_prestige = scope:cb_prestige_factor
	}
	resolve_title_and_vassal_change = scope:change

	scope:target_title = {
		every_de_jure_county = {
			limit = {
				holder = {
					government_has_flag = government_is_herder
					is_tributary = no
				}
			}
			hidden_effect = {
				start_tributary_from_war_effect = {
					TRIBUTARY = holder
					SUZERAIN = scope:attacker
					WAR = $WAR$
				}
			}
		}
		if = {
			limit = {
				NOT = { target_is_de_jure_liege_or_above = scope:attacker.primary_title }
				NOT = {
					any_de_jure_county = {
						holder = {
							NOR = {
								top_liege = scope:attacker
								top_suzerain ?= scope:attacker
							}
						}
					}
				}
			}
			set_de_jure_liege_title = scope:attacker.primary_title
		}
	}

	every_in_list = {
		list = target_holder
		if = {
			limit = {
				NOT = {
					any_held_title = {
						exists = duchy
					}
				}
				highest_held_title_tier > tier_county
			}
			every_held_title = {
				limit = {
					tier >= tier_county
				}
				scope:defender = {
					destroy_title = prev
				}
			}
		}
	}
}

#Called from game start on action
#inside domicile scope
add_random_yurt_external_building_effect = {
    if = {
        limit = { owner = { NOT = { government_has_flag = government_allows_nomad_domicile_titles } } }
        random_list = {
            10 = {
                trigger = {
                    NOT = { has_domicile_building_or_higher = herd_welfare_yurt_01 }
                }
                add_domicile_building = herd_welfare_yurt_01
            }
            1 = {
                trigger = {
                    NOT = { has_domicile_building_or_higher = character_warfare_yurt_01 }
                }
                add_domicile_building = character_warfare_yurt_01
            }
            1 = {
                trigger = {
                    NOT = { has_domicile_building_or_higher = mass_warfare_yurt_01 }
                }
                add_domicile_building = mass_warfare_yurt_01
            }
            1 = {
                trigger = {
                    NOT = { has_domicile_building_or_higher = court_yurt_01 }
                }
                add_domicile_building = court_yurt_01
            }
            1 = {
                trigger = {
                    NOT = { has_domicile_building_or_higher = family_yurt_01 }
                }
                add_domicile_building = family_yurt_01
            }
            1 = {
                trigger = {
                    NOT = { has_domicile_building_or_higher = mystical_yurt_01 }
                }
                add_domicile_building = mystical_yurt_01
            }
        }
    }
}

#Called from game start on action
#Limited to lvl 3 to offer more variety and prevent startup errors
#inside domicile scope
upgrade_random_yurt_external_building_effect = {
	random_list = {
		10 = {
			trigger = {
				has_domicile_building_or_higher = herd_welfare_yurt_01
				NOT = {
					has_domicile_building_or_higher = herd_welfare_yurt_03
				}
			}
			switch = {
				trigger = has_domicile_building
				herd_welfare_yurt_01 = { add_domicile_building = herd_welfare_yurt_02 }
				herd_welfare_yurt_02 = { add_domicile_building = herd_welfare_yurt_03 }
			}
		}
		1 = {
			trigger = {
				has_domicile_building_or_higher = character_warfare_yurt_01
				NOT = {
					has_domicile_building_or_higher = character_warfare_yurt_03
				}
			}
			switch = {
				trigger = has_domicile_building
				character_warfare_yurt_01 = { add_domicile_building = character_warfare_yurt_02 }
				character_warfare_yurt_02 = { add_domicile_building = character_warfare_yurt_03 }
			}
		}
		1 = {
			trigger = {
				has_domicile_building_or_higher = mass_warfare_yurt_01
				NOT = {
					has_domicile_building_or_higher = mass_warfare_yurt_03
				}
			}
			switch = {
				trigger = has_domicile_building
				mass_warfare_yurt_01 = { add_domicile_building = mass_warfare_yurt_02 }
				mass_warfare_yurt_02 = { add_domicile_building = mass_warfare_yurt_03 }
			}
		}
		1 = {
			trigger = {
				has_domicile_building_or_higher = court_yurt_01
				NOT = {
					has_domicile_building_or_higher = court_yurt_03
				}
			}
			switch = {
				trigger = has_domicile_building
				court_yurt_01 = { add_domicile_building = court_yurt_02 }
				court_yurt_02 = { add_domicile_building = court_yurt_03 }
			}
		}
		1 = {
			trigger = {
				has_domicile_building_or_higher = family_yurt_01
				NOT = {
					has_domicile_building_or_higher = family_yurt_03
				}
			}
			switch = {
				trigger = has_domicile_building
				family_yurt_01 = { add_domicile_building = family_yurt_02 }
				family_yurt_02 = { add_domicile_building = family_yurt_03 }
			}
		}
		1 = {
			trigger = {
				has_domicile_building_or_higher = mystical_yurt_01
				NOT = {
					has_domicile_building_or_higher = mystical_yurt_03
				}
			}
			switch = {
				trigger = has_domicile_building
				mystical_yurt_01 = { add_domicile_building = mystical_yurt_02 }
				mystical_yurt_02 = { add_domicile_building = mystical_yurt_03 }
			}
		}
	}
}

#Used to distribute the Dynasty of Many Khans dynasty_court_yurt_06 reward
#Called from yearly_on_action
#root is character
mpo_yearly_dynasty_of_many_khans_effect = {
	if = {
		limit = {
			this = dynasty.dynast
			dynasty = {
				has_dynasty_modifier = dynasty_of_many_crowns_nomad
			}
			domicile ?= {
				has_domicile_parameter = nomad_yurt_dynasty_many_khans
			}
		}
		send_interface_toast = {
			type = event_toast_effect_good
			title = dynasty_many_khans_yearly_tt
			set_variable = {
				name = temp_dynn_prestige
				value = 1
			}
			dynasty = {
				every_dynasty_member = {
					limit = {
						primary_title.tier >= tier_kingdom
					}
					root = {
						change_variable = {
							name = temp_dynn_prestige
							add = minor_dynasty_prestige_gain
						}
					}
				}
				add_dynasty_prestige = root.var:temp_dynn_prestige
			}
			remove_variable = temp_dynn_prestige 	
		}	
	}
}

#Used to distribute yurt domicile rewards
#Called from yearly_on_action
#inside domicile scope
#root is the character
mpo_yearly_yurt_rewards_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = hostage_ward_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_hostage_bonus_lvl_1 = {
				hostage_ward_yurt_effect = {
					CHANCE = 2
				}
			}
			nomad_yurt_hostage_bonus_lvl_2 = {
				hostage_ward_yurt_effect = {
					CHANCE = 3
				}
			}
			nomad_yurt_hostage_bonus_lvl_3 = {
				hostage_ward_yurt_effect = {
					CHANCE = 5
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = language_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_yearly_bonus_per_language_lvl_1 = {
				language_yurt_effect = {
					CHANCE = 0.5
				}
			}
			nomad_yurt_yearly_bonus_per_language_lvl_2 = {
				language_yurt_effect = {
					CHANCE = 1
				}
			}
			nomad_yurt_yearly_bonus_per_language_lvl_3 = {
				language_yurt_effect = {
					CHANCE = 2
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = omen_yurt_01
		}
	}
	switch = {
		trigger = has_domicile_parameter
		nomad_yurt_children_bonus_per_piety_lvl_1 = {
			omen_yurt_effect = {
				CHANCE = 0.5
			}
		}
		nomad_yurt_children_bonus_per_piety_lvl_2 = {
			omen_yurt_effect = {
				CHANCE = 1
			}
		}
		nomad_yurt_children_bonus_per_piety_lvl_3 = {
			omen_yurt_effect = {
				CHANCE = 2
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = friend_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_friend_bonus_lvl_1 = {
				friend_yurt_effect = {
					CHANCE = 1
				}
			}
			nomad_yurt_friend_bonus_lvl_2= {
				friend_yurt_effect = {
					CHANCE = 2
				}
			}
			nomad_yurt_friend_bonus_lvl_3 = {
				friend_yurt_effect = {
					CHANCE = 3
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = better_children_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_better_children_lvl_1 = {
				better_children_yurt_effect = {
					CHANCE = 5
				}
			}
			nomad_yurt_better_children_lvl_2 = {
				better_children_yurt_effect = {
					CHANCE = 10
				}
			}
			nomad_yurt_better_children_lvl_3 = {
				better_children_yurt_effect = {
					CHANCE = 15
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = dynasty_court_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_same_dynasty_bonus_lvl_1 = {
				dynasty_court_yurt_effect = {
					CHANCE = 1
				}
			}
			nomad_yurt_same_dynasty_bonus_lvl_2 = {
				dynasty_court_yurt_effect = {
					CHANCE = 2
				}
			}
			nomad_yurt_same_dynasty_bonus_lvl_3 = {
				dynasty_court_yurt_effect = {
					CHANCE = 3
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = culture_court_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_many_cultures_bonus_lvl_1 = {
				culture_court_yurt_effect = {
					CHANCE = 1
					PERCENT = 5
				}
			}
			nomad_yurt_many_cultures_bonus_lvl_2 = {
				culture_court_yurt_effect = {
					CHANCE = 2
					PERCENT = 5
				}
			}
			nomad_yurt_many_cultures_bonus_lvl_3 = {
				culture_court_yurt_effect = {
					CHANCE = 2
					PERCENT = 10
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = fertility_mystical_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_herd_per_piety_fertility_mystical_lvl_1 = {
				fertility_mystical_yurt_effect = {
					CHANCE = 1
					PERCENT = 5
				}
			}
			nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = {
				fertility_mystical_yurt_effect = {
					CHANCE = 2
					PERCENT = 5
				}
			}
			nomad_yurt_herd_per_piety_fertility_mystical_lvl_3 = {
				fertility_mystical_yurt_effect = {
					CHANCE = 2
					PERCENT = 10
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = knight_mystical_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			knight_skill_increase_per_piety_lvl_1 = {
				knight_mystical_yurt_effect = {
					CHANCE = 1
					PROWESS = 1
				}
			}
			knight_skill_increase_per_piety_lvl_2 = {
				knight_mystical_yurt_effect = {
					CHANCE = 2
					PROWESS = 1
				}
			}
			knight_skill_increase_per_piety_lvl_3 = {
				knight_mystical_yurt_effect = {
					CHANCE = 2
					PROWESS = 2
				}
			}
		}
	}
}

hostage_ward_yurt_effect = {
	root = {
		every_courtier = {
			limit = {
				is_hostage_of = root
			}
			add_to_list = temp_yurt_hostages
		}
	}
	random = {
		chance = {
			value = "list_size(temp_yurt_hostages)"
			multiply = $CHANCE$
			min = 0
		}
		root = {
			random_courtier = {
				limit = {
					is_hostage_of = root
				}
				save_scope_as = yurt_hostage
			}
			random_relation = {
				type = ward
				save_scope_as = yurt_ward
			}
			if = {
				limit = {
					exists = scope:yurt_ward
				}
				send_interface_message = {
					title = hostage_ward_yurt_effect_tt
					desc = hostage_ward_yurt_effect_desc
					left_icon = scope:yurt_ward
					right_icon = scope:yurt_hostage
					scope:yurt_ward = {
						random_list = {
							1 = { add_diplomacy_skill = 1 }
							1 = { add_stewardship_skill = 1 }
							1 = { add_intrigue_skill = 1 }
							1 = { add_learning_skill = 1 }
							1 = { add_martial_skill = 1 }
						}
					}
					scope:yurt_hostage = {
						increase_wounds_no_death_effect = { REASON = beaten }
					}
					root = {
						add_prestige = 200
					}
				}
			}
		}
	}
}
language_yurt_effect = {
	random = {
		chance = {
			value = root.num_of_known_languages
			multiply = $CHANCE$
			min = 0
		}
		root = {		
			send_interface_message = {
				title = language_yurt_effect_tt
				desc = language_yurt_effect_desc
				left_icon = root
				random_list = {
					1 = { add_diplomacy_skill = 1 }
					1 = { add_stewardship_skill = 1 }
					1 = { add_intrigue_skill = 1 }
					1 = { add_learning_skill = 1 }
					1 = { add_martial_skill = 1 }
				}
			}
		}
	}
}
de_jure_shifting_effect = {
	while = {
		count = 25
		limit = {
			OR = {
				any_realm_de_jure_$LOWER_TIER$ = {
					mpo_de_jure_shifting_triggers = { UPPER_TIER = $UPPER_TIER$ }
				}
				any_tributary = {
					highest_held_title_tier < root.highest_held_title_tier
					any_realm_de_jure_$LOWER_TIER$ = {
						mpo_de_jure_shifting_triggers = { UPPER_TIER = $UPPER_TIER$ }
					}
				}
			}
		}
		random_realm_de_jure_$LOWER_TIER$ = {
			limit = {
				mpo_de_jure_shifting_triggers = { UPPER_TIER = $UPPER_TIER$ }
			}
			set_de_jure_liege_title = root.primary_title
			add_to_list = de_jure_shifted_title
		}
		random_tributary = {
			limit = {
				highest_held_title_tier < root.highest_held_title_tier
				any_realm_de_jure_$LOWER_TIER$ = {
					mpo_de_jure_shifting_triggers = { UPPER_TIER = $UPPER_TIER$ }
				}
			}
			random_realm_de_jure_$LOWER_TIER$ = {
				limit = {
					mpo_de_jure_shifting_triggers = { UPPER_TIER = $UPPER_TIER$ }
				}
				set_de_jure_liege_title = root.primary_title
				add_to_list = de_jure_shifted_title
			}
		}
	}
	while = {
		count = 25
		limit = {
			list_size = {
				name = de_jure_shifted_title
				value >= 1
			}
		}
		root = {
			send_interface_message = {
				type = msg_mpo_de_jure_shifting
				title = msg_mpo_de_jure_shifting
				left_icon = root
				ordered_in_list = { 
					order_by = {
						value = 1
					}
					max = 3
					list = de_jure_shifted_title
					show_as_tooltip = {
						set_de_jure_liege_title = root.primary_title 
					}
					remove_from_list = de_jure_shifted_title
				}
			}
		}
	}
}

omen_yurt_effect = {
	random = {
		chance = {
			value = root.piety_level
			multiply = $CHANCE$
			min = 0
		}
		root = {
			random_child = {
				save_scope_as = improved_child
			}
			if = {
				limit = {
					exists = scope:improved_child
				}			
				send_interface_message = {
					title = omen_yurt_effect_tt
					desc = omen_yurt_effect_desc
					left_icon = scope:improved_child
					scope:improved_knight = {
						random_list = {
							1 = { add_diplomacy_skill = 1 }
							1 = { add_stewardship_skill = 1 }
							1 = { add_intrigue_skill = 1 }
							1 = { add_learning_skill = 1 }
							1 = { add_martial_skill = 1 }
						}
					}
				}
			}	
		}
	}
}

friend_yurt_effect = {
	root = {
		every_relation = {
			type = friend
			add_to_list = temp_yurt_friends
		}
	}
	random = {
		chance = {
			value = "list_size(temp_yurt_friends)"
			multiply = $CHANCE$
			min = 0
		}
		root = {
			random_relation = {
				type = friend
				save_scope_as = yurt_friend
			}
			send_interface_message = {
				title = friend_yurt_effect_tt
				desc = friend_yurt_effect_desc
				left_icon = scope:yurt_friend
				scope:yurt_friend = {
					random_list = {
						1 = { add_diplomacy_skill = 1 }
						1 = { add_stewardship_skill = 1 }
						1 = { add_intrigue_skill = 1 }
						1 = { add_learning_skill = 1 }
						1 = { add_martial_skill = 1 }
					}
				}
				root = {
					random_list = {
						1 = { add_diplomacy_skill = 1 }
						1 = { add_stewardship_skill = 1 }
						1 = { add_intrigue_skill = 1 }
						1 = { add_learning_skill = 1 }
						1 = { add_martial_skill = 1 }
					}
				}
			}
		}
	}
}

better_children_yurt_effect = {
	random = {
		chance = $CHANCE$
		root = {
			random_heir = {
				limit = {
					age < 17
				}
				save_scope_as = yurt_heir
			}
			if = {
				limit = {
					exists = scope:yurt_heir
				}
			}
			send_interface_message = {
				title = better_children_yurt_effect_tt
				desc = better_children_yurt_effect_desc
				left_icon = scope:yurt_heir
				scope:yurt_heir = {
					random_list = {
						1 = { add_diplomacy_skill = 1 }
						1 = { add_stewardship_skill = 1 }
						1 = { add_intrigue_skill = 1 }
						1 = { add_learning_skill = 1 }
						1 = { add_martial_skill = 1 }
					}
				}
			}
		}
	}
}

dynasty_court_yurt_effect = {
	root = {
		every_councillor = {
			limit = {
				is_kurultai_trigger = yes
				dynasty = root.dynasty
			}
			add_to_temporary_list = yurt_kurultai_list
		}
	}
	random = {
		chance = {
			value = "list_size(yurt_kurultai_list)"
			multiply = $CHANCE$
			min = 0
		}
		root = {
			send_interface_message = {
				title = dynasty_court_yurt_effect_tt
				desc = dynasty_court_yurt_effect_desc
				domicile ?= {
					change_herd = {
						value = max_herd
						multiply = 0.1
					}
				}
			}
		}
	}
}

culture_court_yurt_effect = {
	root = {
		every_tributary = {
			culture = { add_to_temporary_list = yurt_culture_list }
		}
		every_vassal = {
			culture = { add_to_temporary_list = yurt_culture_list }
		}
	}

	random = {
		chance = {
			value = "list_size(yurt_culture_list)"
			multiply = $CHANCE$
			min = 0
		}
		root = {
			send_interface_message = {
				title = culture_court_yurt_effect_tt
				desc = culture_court_yurt_effect_desc
				domicile ?= {
					change_herd = {
						value = max_herd
						multiply = 0.01
						multiply = $PERCENT$
					}
				}
			}
		}
	}
}

knight_mystical_yurt_effect = {
	random = {
		chance = {
			value = root.piety_level
			multiply = $CHANCE$
			min = 0
		}
		root = {
			random_knight = {
				save_scope_as = improved_knight
			}
			if = {
				limit = {
					exists = scope:improved_knight
				}			
				send_interface_message = {
					title = knight_mystical_yurt_effect_tt
					desc = knight_mystical_yurt_effect_desc
					left_icon = scope:improved_knight
					scope:improved_knight = {
						add_prowess_skill = $PROWESS$
					}
				}
			}	
		}
	}
}

fertility_mystical_yurt_effect = {
	random = {
		chance = {
			value = root.piety_level
			multiply = $CHANCE$
			min = 0
		}
		root = {
			send_interface_message = {
				title = fertility_mystical_yurt_effect_tt
				desc = fertility_mystical_yurt_effect_desc
				domicile ?= {
					change_herd = {
						value = max_herd
						multiply = 0.01
						multiply = $PERCENT$
					}
				}
			}
		}
	}
}

clean_up_ai_nomad_effect = {
	save_temporary_scope_as = nomad_capital_ruler
	if = {
		limit = {
			is_ai = yes
			is_at_war = no
			domicile.herd < 500
			is_landed = no
			any_held_title = {
				exists = title_domicile
				NOT = { exists = var:player_domicile_title }
			}
			is_imprisoned = no
			OR = {
				is_independent_ruler = yes
				liege ?= { is_ai = yes }
			}
			is_migrating = no
			NOT = { exists = involved_activity }
		}
		domicile.domicile_location = { save_scope_as = place_to_stay }
		if = {
			limit = {
				location = scope:place_to_stay
			}
			add_to_list = movers
		}
		every_courtier = {
			limit = {
				location = scope:place_to_stay
			}
			add_to_list = movers
		}
		every_held_title = {
			limit = {
				exists = title_domicile
				NOT = { exists = var:player_domicile_title }
			}
			scope:nomad_capital_ruler = { destroy_title = prev }
		}
		every_in_list = {
			list = movers
			limit = {
				is_imprisoned = no
				NOR = {
					this = scope:nomad_capital_ruler
					is_in_pool_at = scope:place_to_stay
				}
			}
			move_to_pool_at = scope:place_to_stay
		}
		
		random = {
			chance = {
				value = 20
				if = {
					limit = {
						any_player = {
							OR = {
								is_close_or_extended_family_of = scope:nomad_capital_ruler
								is_consort_of = scope:nomad_capital_ruler
								has_important_relationship_with_character_trigger = { CHARACTER = scope:nomad_capital_ruler }
								is_allied_in_war = scope:nomad_capital_ruler
								is_allied_to = scope:nomad_capital_ruler
								is_at_war_with = scope:nomad_capital_ruler
							}
						}
					}
					add = 80
				}
			}
			if = {
				limit = {
					has_dlc_feature = roads_to_power
					is_physically_able_adult = yes
					exists = location.county
					ai_can_valid_to_create_laamp_trigger = yes
				}
				create_landless_adventurer_title_effect = {
					REASON = flag:voluntary
					FLAVOR_CHAR = root
				}
				every_in_list = {
					list = movers
					limit = {
						NOR = {
							this = scope:nomad_capital_ruler
							is_courtier_of = scope:nomad_capital_ruler
							is_in_pool_at = scope:place_to_stay
						}
					}
					move_to_pool_at = scope:place_to_stay
				}
				if = {
					limit = {
						NOT = {
							exists = global_var:nomad_adventurer_spawn
						}
					}
					set_global_variable = {
						name = nomad_adventurer_spawn
						value = 1
					}
				}
				else = {
					change_global_variable = {
						name = nomad_adventurer_spawn
						add = 1
					}
				}
			}
		}
		
		if = {
			limit = {
				scope:nomad_capital_ruler = {
					is_ruler = no
				}
			}
			every_in_list = {
				list = movers
				limit = {
					is_imprisoned = no
					this = scope:nomad_capital_ruler
					NOT = {
						is_in_pool_at = scope:place_to_stay
					}
				}
				move_to_pool_at = scope:place_to_stay
			}
		}
	}
}

expanding_steppe_effect = {
	switch = {
		trigger = yes
		# West
		scope:ghw_region_anatolia = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = ghw_region_anatolia
			}
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = occident }
		}
		scope:custom_eastern_balkans = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = custom_eastern_balkans
			}
		}
		scope:ghw_region_northern_russia = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = ghw_region_northern_russia
			}
		}
		scope:ghw_region_southern_russia = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = ghw_region_southern_russia
			}
		}
		scope:custom_hungary = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = custom_hungary
			}
		}
		scope:ghw_region_poland = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = ghw_region_poland
			}
		}
		scope:ghw_region_baltic = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = ghw_region_baltic
			}
		}
		scope:dlc_mpo_steppe_caucasus_expansion = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = west
				REGION = dlc_mpo_steppe_caucasus_expansion
			}
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = transcaspia }
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = occident }
		}
		# Central
		scope:world_transoxiana = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = central
				REGION = world_transoxiana
			}
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = transcaspia }
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = central_asia }
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = occident }
		}
		scope:world_khorasan = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = central
				REGION = world_khorasan
			}
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = central_asia }
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = occident }
		}
		scope:dlc_mpo_steppe_persia_expansion = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = central
				REGION = dlc_mpo_steppe_persia_expansion
			}
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = occident }
		}
		scope:dlc_mpo_steppe_siberia_further_expansion = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = central
				REGION = dlc_mpo_steppe_siberia_further_expansion
			}
		}
		# East
		scope:world_steppe_tarim = {
			expanding_steppe_add_region_effect = {
				SUB_REGION = east
				REGION = world_steppe_tarim
			}
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = central_asia }
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = transcaspia }
			tgp_silk_road_expand_steppe_effect = { SUB_REGION = occident }
		}
	}
}

expanding_steppe_add_region_effect = {
	situation:the_great_steppe = {
        situation_sub_region:steppe_$SUB_REGION$ = {
        	add_geographical_region = $REGION$
        }
    }
}

nomadic_heir_cleanup_realm_effect = {
	if = {
		limit = {
			is_landed = yes
		}
		create_title_and_vassal_change = {
			type = granted
			save_scope_as = change
		}
		if = {
			limit = {
				exists = liege
			}
			liege = {
				save_scope_as = old_liege
			}
		}
		create_character = {
			location = $CLEANUP_SCOPE_CHAR$.location
			template = nomadic_chieftain_character
			save_scope_as = inheritor_char
		}
		every_held_title = {
			limit = {
				is_landless_type_title = no
			}
			change_title_holder = {
				holder = scope:inheritor_char
				change = scope:change
			}
		}
		resolve_title_and_vassal_change = scope:change
		if = {
			limit = {
				exists = scope:old_liege
			}
			scope:inheritor_char = {
				create_title_and_vassal_change = {
					type = swear_fealty
					save_scope_as = change
				}
				scope:recipient = {
					change_liege = {
						liege = scope:old_liege
						change = scope:change
					}
				}
				resolve_title_and_vassal_change = scope:change
			}
		}
	}
	if = {
		limit = {
			top_liege != $CLEANUP_SCOPE_CHAR$
		}
		create_title_and_vassal_change = {
			type = independency
			save_scope_as = going_independent
			add_claim_on_loss = no
		}
		becomes_independent = {
			change = scope:going_independent
		}
		resolve_title_and_vassal_change = scope:going_independent
	}
}

nomadic_realm_split_effect = {
	$ORIGINAL_REALM_HOLDER$ = {
		save_scope_as = root_scope
	}
	$NEW_RULER$ = {
		save_scope_as = new_ruler_scope
	}
	primary_title = {
		every_in_de_jure_hierarchy = {
			limit = {
				tier = tier_county
				holder.top_liege = scope:root_scope
			}
			add_to_list = de_jure_realm_counties_of_primary
			add_to_list = combined_counties_of_primary
		}
		every_in_de_jure_hierarchy = {
			limit = {
				tier = tier_county
				holder.top_liege != scope:root_scope
			}
			add_to_list = de_jure_realm_counties_of_primary_outside_realm
		}
		every_in_de_jure_hierarchy = {
			limit = {
				tier = tier_county
			}
			add_to_list = de_jure_realm_counties_of_primary_combined
		}
		every_in_de_facto_hierarchy = {
			limit = {
				tier = tier_county
				holder.top_liege ?= scope:root_scope
				NOT = { is_in_list = de_jure_realm_counties_of_primary }
			}
			add_to_list = de_facto_realm_counties_of_primary
			add_to_list = combined_counties_of_primary
		}
	}
	# Pick a suitable capital County, as far away from your capital as possible
	ordered_in_list = {
		list = de_jure_realm_counties_of_primary
		limit = {
			NOT = {
				this = scope:root_scope.capital_county
			}
		}
		order_by = {
			value = "title_province.squared_distance(scope:root_scope.capital_province)"
		}
		save_scope_as = new_capital
	}
	
	# Mark the capital duchy
	scope:new_ruler_scope = { 
		scope:new_capital = {
			add_to_list = counties_given_to_sibling
		}
		scope:new_capital.duchy = {
			save_scope_as = capital_duchy
			add_to_list = duchies_given_to_sibling
			add_to_list = duchies_to_de_jure_shift
			if = {
				limit = {
					holder.top_liege = scope:root_scope
					holder.primary_title.tier < tier_kingdom
				}
				holder = {
					add_to_list = rulers_transferred
				}
			}
			every_in_de_jure_hierarchy = {
				limit = {
					is_in_list = combined_counties_of_primary
				}
				add_to_list = capital_duchy_counties
				if = {
					limit = {
						NOT = {
							is_in_list = counties_given_to_sibling
						}
					}
					add_to_list = counties_given_to_sibling
				}
				if = {
					limit = {
						holder.top_liege = scope:root_scope
						holder.primary_title.tier < tier_kingdom
					}
					holder = {
						add_to_list = rulers_transferred
					}
				}
			}
		}
		# Expand in a 'ring' first
		scope:new_capital.duchy = {
			every_title_to_title_neighboring_duchy = {
				limit = {
					any_in_de_jure_hierarchy = {
						OR = {
							is_in_list = de_jure_realm_counties_of_primary
							is_in_list = de_jure_realm_counties_of_primary_outside_realm
						}
					}
				}
				add_to_list = duchies_to_de_jure_shift
				if = {
					limit = {
						any_in_de_jure_hierarchy = {
							is_in_list = de_jure_realm_counties_of_primary
						}
					}
					add_to_list = duchies_given_to_sibling
					if = {
						limit = {
							holder = {
								top_liege = scope:root_scope
								primary_title.tier < tier_kingdom
								NOT = { is_in_list = rulers_transferred }
							}
						}
						holder = {
							add_to_list = rulers_transferred
						}
					}
					every_in_de_jure_hierarchy = {
						limit = {
							is_in_list = de_jure_realm_counties_of_primary
						}
						add_to_list = counties_given_to_sibling
						if = {
							limit = {
								holder = {
									top_liege = scope:root_scope
									primary_title.tier < tier_kingdom
									NOT = { is_in_list = rulers_transferred }
								}
							}
							holder = {
								add_to_list = rulers_transferred
							}
						}
					}
					every_in_de_jure_hierarchy = {
						limit = {
							NOT = { is_in_list = de_jure_realm_counties_of_primary }
						}
						add_to_list = counties_de_jure_shifted_to_sibling
					}
				}
			}
		}
		while = {
			count = 50
			limit = {
				"list_size(counties_given_to_sibling)" < {
					value = "list_size(de_jure_realm_counties_of_primary)"
					multiply = $SPLIT_VALUE$
				}
			}
			ordered_in_list = {
				list = de_jure_realm_counties_of_primary_combined
				limit = {
					NOR = {
						duchy = scope:root_scope.capital_county.duchy
						duchy = { is_in_list = duchies_to_de_jure_shift }
						is_in_list = counties_given_to_sibling
					}
					any_neighboring_county = {
						OR = {
							is_in_list = counties_given_to_sibling
							duchy = { is_in_list = duchies_to_de_jure_shift }
						}
					}
				}
				order_by = {
					value = "title_province.squared_distance(scope:root_scope.capital_province)"
				}
				duchy = {
					add_to_list = duchies_to_de_jure_shift
					if = {
						limit = {
							any_in_de_jure_hierarchy = {
								is_in_list = de_jure_realm_counties_of_primary
							}
						}
						add_to_list = duchies_given_to_sibling
						if = {
							limit = {
								holder = {
									top_liege = scope:root_scope
									primary_title.tier < tier_kingdom
									NOT = { is_in_list = rulers_transferred }
								}
							}
							holder = {
								add_to_list = rulers_transferred
							}
						}
						every_in_de_jure_hierarchy = {
							limit = {
								is_in_list = de_jure_realm_counties_of_primary
							}
							add_to_list = counties_given_to_sibling
							if = {
								limit = {
									holder = {
										top_liege = scope:root_scope
										primary_title.tier < tier_kingdom
										NOT = { is_in_list = rulers_transferred }
									}
								}
								holder = {
									add_to_list = rulers_transferred
								}
							}
						}
						every_in_de_jure_hierarchy = {
							limit = {
								NOT = { is_in_list = de_jure_realm_counties_of_primary }
							}
							add_to_list = counties_de_jure_shifted_to_sibling
						}
					}
				}
			}
		}
		
		# Hand out the titles properly
		create_title_and_vassal_change = {
			type = swear_fealty
			add_claim_on_loss = yes
			save_scope_as = change
		}
		
		# Give capital + capital duchy
		scope:capital_duchy = {
			change_title_holder = {
				holder = scope:new_ruler_scope
				change = scope:change
			}
		}
		every_in_list = {
			list = capital_duchy_counties
			change_title_holder = {
				holder = scope:new_ruler_scope
				change = scope:change
			}
		}
		
		# Form a new kingdom
		save_scope_as = founder
		scope:capital_duchy = {
			save_scope_as = old_title
		}
		create_dynamic_title = {
			tier = kingdom
			name = NEW_CREATED_TITLE_NAME
		}
		scope:new_title = {
			save_scope_as = new_kingdom_title
			change_title_holder = {
				holder = scope:new_ruler_scope
				change = scope:change
			}
			generate_coa = yes
			set_de_jure_liege_title = scope:root_scope.primary_title.empire
		}
		
		# Do everything else
		every_in_list = {
			list = counties_given_to_sibling
			if = {
				limit = {
					holder = {
						NOT = {
							this = scope:new_ruler_scope
						}
						OR = {
							this = scope:root_scope
							primary_title.tier >= tier_kingdom
						}
					}
				}
				change_title_holder = {
					holder = scope:new_ruler_scope
					change = scope:change
				}
			}
			if = {
				limit = {
					NOT = {
						this = scope:new_ruler_scope
					}
					holder = {
						liege = scope:root_scope
						primary_title.tier < tier_kingdom
					}
				}
				holder = {
					change_liege = {
						liege = scope:new_ruler_scope
						change = scope:change
					}
				}
			}
		}
		
		resolve_title_and_vassal_change = scope:change
			
		every_in_list = {
			list = duchies_to_de_jure_shift
			set_de_jure_liege_title = scope:new_kingdom_title
		}
	}
}

mpo_abuse_authority_county_effect = {
	location.duchy = {
	    every_de_jure_county = {
	        limit = {
	            county_ready_for_abuse_trigger = yes
	        }
	        change_county_fertility = -100
	        change_county_control = -40
	        add_county_modifier = {
		    	modifier = mpo_paiza_abused_county_modifier
		    	years = 4
		    }
			add_to_temporary_list = counties_to_abuse
	    }
		every_de_jure_county = {
			limit = {
	            county_ready_for_abuse_trigger = yes
	        }
			holder = {
	            add_opinion = {
	                modifier = angry_opinion
	                target = root
	                opinion = -30
	            }
	        }
		}
		every_de_jure_county = {
			limit = {
	            county_ready_for_abuse_trigger = yes
	        }
			custom = custom.mpo_resources_gained_abuse
			root.domicile ?= {
	            change_herd = medium_herd_value
	        }
	        root = {
	            add_gold = medium_gold_value
	            add_prestige = medium_prestige_value         
	        }
		}           
	}
}
