expansion_cb = {
	icon = county_expansion
	group = conquest

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }

	allowed_for_character_display_regardless = {
		tgp_japan_offensive_wars_ban_trigger = yes
	}

	allowed_for_character = {
		OR = {
			government_allows = administrative
			house ?= { has_house_modifier = bp3_bosporan_kingdom_modifier }
		}
		NOR = {
			government_has_flag = government_is_landless_adventurer
			government_has_flag = government_is_celestial
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
	}
	target_titles = neighbor_land
	target_title_tier = county
	ignore_effect = change_title_holder
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	ai_only_against_neighbors = yes
	
	ai_score_mult = {
		value = viking_conquest_ai_score_value

		# As a feudal gov, do not attack owner of tribal holdings  if you have a tribal holding to convert already
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}

		# AI in struggles act insularly for wars that don't have a familial or legal basis.
		multiply = struggle_wars_prioritise_struggle_targets_value

		add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing

		# Tell the Romans to stop going adventuring into the steppe for no gods-damned reason.
		multiply = byzantium_conquests_ai_score_value
		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	valid_to_start = {
		scope:target = {
			is_landless_type_title = no
		}
		trigger_if = {
			limit = {
				scope:attacker = {
					NOT = { government_allows = administrative }
					house ?= { has_house_modifier = bp3_bosporan_kingdom_modifier }
				}
			}
			scope:target.title_province = {
				geographical_region = black_sea_coast_region
			}
		}
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						OR = {
							this = scope:defender
							target_is_liege_or_above = scope:defender
						}
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_county_conquest_war_invalidated_message
	on_invalidated = {}

	cost = {
		influence = {
			add = {
				value = 25
				desc = CB_BASE_COST
			}
			add = {
				value = 0.5
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 75
			}
			multiply = common_cb_cost_multiplier
			if = {
				limit = {
					scope:attacker = {
						NOT = { government_has_flag = government_has_influence }
					}
				}
				multiply = 0
			}
		}
		prestige = {
			add = {
				value = 50
				desc = CB_BASE_COST
			}
			add = {
				value = 2.5
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 150
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# Influence
		add_influence_attacker_victory_effect = yes

		# EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }

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

		# Grab the designated county.
		every_in_list = {
			list = target_titles
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = minor_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker
		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
			stress_impact = {
 				ambitious = medium_stress_impact_gain
 				arrogant = medium_stress_impact_gain
 			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # Not important as the scales are identical
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		scope:defender = {
			stress_impact = {
 				arrogant = medium_stress_impact_gain
 			}
		}

		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		# Influence
		add_influence_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 2
			}
			add_prestige = medium_prestige_loss
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "EXPANSION_WAR_NAME"
	war_name_base = "EXPANSION_WAR_NAME_BASE"
	cb_name = "EXPANSION_COUNTY_CB_NAME"

	interface_priority = 83

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

duchy_expansion_cb = {
	icon = duchy_expansion
	group = conquest

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	allowed_for_character = {
		government_allows = administrative
		vassal_contract_has_flag = admin_duchy_expansion_unlocked
		NOT = {
			government_has_flag = government_is_landless_adventurer
		}
	}

	allowed_for_character_display_regardless = {
		trigger_if = {
			limit = {
				culture = {
					has_cultural_parameter = cb_lower_prestige_level_requirement
				}
			}
			prestige_level >= 2
		}
		trigger_else = {
			prestige_level >= 3
		}
		tgp_japan_offensive_wars_ban_trigger = yes
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
	}
	target_titles = neighbor_land
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	ai_only_against_neighbors = yes
	
	ai_score_mult = {
		value = viking_conquest_ai_score_value

		# As a feudal gov, do not attack tribal
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}

		# AI in struggles act insularly for wars that don't have a familial or legal basis.
		multiply = struggle_wars_prioritise_struggle_targets_value

		add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing

		# Tell the Romans to stop going adventuring into the steppe for no gods-damned reason.
		multiply = byzantium_conquests_ai_score_value
		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	valid_to_start = {
		scope:target = {
			is_landless_type_title = no
		}
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						target_is_same_character_or_above = scope:defender
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message

	on_invalidated = {
	}
	
	cost = {
		influence = {
			add = {
				value = 50
				desc = CB_BASE_COST
			}
			add = {
				value = 1
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 250
			}
			multiply = common_cb_cost_multiplier
		}
		prestige = {
			add = {
				value = 100
				desc = CB_BASE_COST
			}
			add = {
				value = 5
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 500
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# Influence
		add_influence_attacker_victory_effect = yes

		# EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }

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

		# Go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones
		every_in_list = {
			list = target_titles
			custom_tooltip = CONQUEST_CB_TITLE

			expansion_cb_title_transfer = yes
		}

		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker
				change = scope:change
			}
		}

		every_in_list = {
			list = titles_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
				take_baronies = yes
			}
		}
		
		# If applicable, take the target title (i.e. duchy) as well
		every_in_list = {
			list = target_title_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_duchy }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
					holder = scope:defender
				}
			}
			if = {
				limit = {
					scope:defender = {
						any_held_title = {
							title_tier = county
							NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
						}
					}
				}
				custom_tooltip = conquest_title_not_transferred_tt
			}
		}
		else = {
			if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier >= scope:attacker.highest_held_title_tier
						is_title_created = yes
						holder = {
							NOT = {
								any_sub_realm_county = {
									NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
								}
							}
						}
					}
				}
				custom_tooltip = expansion_take_target_title_tt
			}
			else_if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier >= scope:attacker.highest_held_title_tier
						is_title_created = yes
					}
				}
				custom_tooltip = conquest_title_usurp_tt
			}
			else_if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier >= scope:attacker.highest_held_title_tier
						is_title_created = no
						any_de_jure_county = {
							percent > 0.5
							holder ?= {
								OR = {
									this = scope:defender
									any_liege_or_above = { this = scope:defender }
								}
							}
						}
					}
				}
				custom_tooltip = expansion_create_target_title_tt
			}
		}

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker

		# EP2 accolade glory gain for doing pretty good against higher ranked enemy
		scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }

		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # not impactful as the scale are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}


		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		# Influence
		add_influence_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 3
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "EXPANSION_WAR_NAME"
	war_name_base = "EXPANSION_WAR_NAME_BASE"
	cb_name = "EXPANSION_DUCHY_CB_NAME"

	interface_priority = 84

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

naval_expansion_cb = {
	icon = naval_county_expansion
	group = conquest

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }

	allowed_for_character_display_regardless = {
		tgp_japan_offensive_wars_ban_trigger = yes
	}

	allowed_for_character = {
		OR = {
			government_allows = administrative
			house ?= { has_house_modifier = bp3_bosporan_kingdom_modifier }
		}
		any_sub_realm_county = {
			is_coastal_county = yes
		}
		NOR = {
			government_has_flag = government_is_landless_adventurer
			government_has_flag = government_is_celestial
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
	}
	target_titles = neighbor_land_or_water
	target_title_tier = county
	ignore_effect = change_title_holder
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	ai_only_against_neighbors = yes
	
	ai_score_mult = {
		value = viking_conquest_ai_score_value

		# As a feudal gov, do not attack owner of tribal holdings  if you have a tribal holding to convert already
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}

		# AI in struggles act insularly for wars that don't have a familial or legal basis.
		multiply = struggle_wars_prioritise_struggle_targets_value

		add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing

		# Tell the Romans to stop going adventuring into the steppe for no gods-damned reason.
		multiply = byzantium_conquests_ai_score_value
		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	# Target county has to be coastal and not border you.
	valid_to_start = {
		scope:target = {
			is_coastal_county = yes
		}
		NOT = {
			any_sub_realm_county = {
				any_neighboring_county = { this = scope:target }
			}
		}
		trigger_if = {
			limit = {
				scope:attacker = {
					NOT = { government_allows = administrative }
					house ?= { has_house_modifier = bp3_bosporan_kingdom_modifier }
				}
			}
			scope:target.title_province = {
				geographical_region = black_sea_coast_region
			}
		}
	}

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						OR = {
							this = scope:defender
							target_is_liege_or_above = scope:defender
						}
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_county_conquest_war_invalidated_message
	on_invalidated = {}

	cost = {
		influence = {
			add = {
				value = 25
				desc = CB_BASE_COST
			}
			add = {
				value = 0.5
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 75
			}
			multiply = common_cb_cost_multiplier
			if = {
				limit = {
					scope:attacker = { 
						NOT = { government_has_flag = government_has_influence }
					}
				}
				multiply = 0
			}
		}
		prestige = {
			add = {
				value = 50
				desc = CB_BASE_COST
			}
			add = {
				value = 2.5
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 150
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# Influence
		add_influence_attacker_victory_effect = yes

		# EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }

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

		# Grab the designated county.
		every_in_list = {
			list = target_titles
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = minor_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker
		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
			stress_impact = {
 				ambitious = medium_stress_impact_gain
 				arrogant = medium_stress_impact_gain
 			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # Not important as the scales are identical
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		scope:defender = {
			stress_impact = {
 				arrogant = medium_stress_impact_gain
 			}
		}

		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		# Influence
		add_influence_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 2
			}
			add_prestige = medium_prestige_loss
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = minor_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "EXPANSION_WAR_NAME"
	war_name_base = "EXPANSION_WAR_NAME_BASE"
	cb_name = "NAVAL_EXPANSION_COUNTY_CB_NAME"

	interface_priority = 81

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

naval_duchy_expansion_cb = {
	icon = naval_duchy_expansion
	group = conquest

	combine_into_one = yes
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	allowed_for_character = {
		government_allows = administrative
		any_sub_realm_county = {
			is_coastal_county = yes
		}
		vassal_contract_has_flag = admin_naval_duchy_expansion_unlocked
		NOR = {
			government_has_flag = government_is_landless_adventurer
			government_has_flag = government_is_celestial
		}
	}

	allowed_for_character_display_regardless = {
		tgp_japan_offensive_wars_ban_trigger = yes
		trigger_if = {
			limit = {
				culture = {
					has_cultural_parameter = cb_lower_prestige_level_requirement
				}
			}
			prestige_level >= 2
		}
		trigger_else = {
			prestige_level >= 3
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
	}
	target_titles = neighbor_land_or_water
	target_title_tier = duchy
	target_de_jure_regions_above = yes
	ignore_effect = change_title_holder

	ai_only_against_neighbors = yes
	
	ai_score_mult = {
		value = viking_conquest_ai_score_value

		# As a feudal gov, do not attack tribal
		add = {
			every_in_list = {
				list = target_titles
				if = {
					limit = { feudal_clan_tribal_conquest_constraints = yes }
					add = -1000
				}
			}
		}

		# AI in struggles act insularly for wars that don't have a familial or legal basis.
		multiply = struggle_wars_prioritise_struggle_targets_value

		add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing

		# Tell the Romans to stop going adventuring into the steppe for no gods-damned reason.
		multiply = byzantium_conquests_ai_score_value
		#Declaring war on the frankokratia leader can really ruin the whole thing
		if = {
			limit = {
				scope:defender = {
					any_owned_story = {
						story_type = frankokratia_story
						NOT = { has_variable = franko_war_complete }
					}
				}
			}
			multiply = 0
		}
	}

	# Target duchy must have counties that are coastal and doesn't border you.
	valid_to_start = {
		scope:target = {
			any_in_de_jure_hierarchy = {
				tier = tier_county
				is_coastal_county = yes
				
				NOT = {
					any_neighboring_county = {
						OR = {
							holder = root
							holder = {
								any_liege_or_above = { this = root }
							}
						}
					}
				}
			}
		}
	}
	
	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						target_is_same_character_or_above = scope:defender
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message

	on_invalidated = {
	}

	cost = {
		influence = {
			add = {
				value = 50
				desc = CB_BASE_COST
			}
			add = {
				value = 1
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 250
			}
			multiply = common_cb_cost_multiplier
		}
		prestige = {
			add = {
				value = 100
				desc = CB_BASE_COST
			}
			add = {
				value = 5
				multiply = scope:attacker.realm_size
				desc = CB_REALM_SIZE_COST
				max = 500
			}
			multiply = common_cb_prestige_cost_multiplier
		}
	}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:attacker = { is_local_player = yes } }
				desc = county_conquest_cb_victory_desc_attacker
			}
			desc = county_conquest_cb_victory_desc
		}
	}

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# Influence
		add_influence_attacker_victory_effect = yes

		# EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }

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

		# Go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones
		every_in_list = {
			list = target_titles
			custom_tooltip = CONQUEST_CB_TITLE

			expansion_cb_title_transfer = yes
		}

		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker
				change = scope:change
			}
		}

		every_in_list = {
			list = titles_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
				take_baronies = yes
			}
		}
		
		# If applicable, take the target title (i.e. duchy) as well
		every_in_list = {
			list = target_title_taken
			change_title_holder = {
				holder = scope:attacker
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_duchy }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
					holder = scope:defender
				}
			}
			if = {
				limit = {
					scope:defender = {
						any_held_title = {
							title_tier = county
							NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
						}
					}
				}
				custom_tooltip = conquest_title_not_transferred_tt
			}
		}
		else = {
			if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier >= scope:attacker.highest_held_title_tier
						is_title_created = yes
						holder = {
							NOT = {
								any_sub_realm_county = {
									NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
								}
							}
						}
					}
				}
				custom_tooltip = expansion_take_target_title_tt
			}
			else_if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier >= scope:attacker.highest_held_title_tier
						is_title_created = yes
					}
				}
				custom_tooltip = conquest_title_usurp_tt
			}
			else_if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier >= scope:attacker.highest_held_title_tier
						is_title_created = no
						any_de_jure_county = {
							percent > 0.5
							holder ?= {
								OR = {
									this = scope:defender
									any_liege_or_above = { this = scope:defender }
								}
							}
						}
					}
				}
				custom_tooltip = expansion_create_target_title_tt
			}
		}

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker

		# EP2 accolade glory gain for doing pretty good against higher ranked enemy
		scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }

		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # not impactful as the scale are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}


		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		# Influence
		add_influence_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 3
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "EXPANSION_WAR_NAME"
	war_name_base = "EXPANSION_WAR_NAME_BASE"
	cb_name = "NAVAL_EXPANSION_DUCHY_CB_NAME"

	interface_priority = 82

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150
}

influence_war_cb = {
	icon = duchy_expansion
	group = event

	combine_into_one = no
	should_show_war_goal_subview = yes
	mutually_exclusive_titles = { always = yes }
	allow_hostages = no
	
	attacker_score_from_occupation_scale = 150
	attacker_score_from_battles_scale = 150
	defender_score_from_battles_scale = 150

	allowed_for_character = {
		government_allows = administrative
		NOT = {
			government_has_flag = government_is_landless_adventurer
		}
	}

	allowed_against_character = {
		scope:attacker = {
			ALL_FALSE = {
				top_liege = scope:defender.top_liege
				liege = scope:defender
			}
		}
	}

	ignore_effect = change_title_holder

	# Only started from character interaction via script
	valid_to_start = { always = no }
	should_check_for_interface_availability = no

	should_invalidate = {
		NOT = {
			any_in_list = {
				list = target_titles
				any_in_de_jure_hierarchy = {
					tier = tier_county
					holder = {
						target_is_same_character_or_above = scope:defender
					}
				}
			}
		}
	}

	on_invalidated_desc = msg_religious_war_invalidation_region_message

	on_invalidated = {
	}
	
	# Cost is handled via the interaction
	cost = {}

	on_declaration = {
		on_declared_war = yes
	}

	on_victory_desc = influence_war_top_liege_gains_title_desc

	on_victory = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_victory_effect = yes

		# EP2 accolade glory gain for winning against higher ranked enemy
		scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }

		# Gain opinion with your top liege
		scope:attacker = {
			reverse_add_opinion = {
				modifier = win_influence_war_opinion
				target = top_liege
			}
		}
		# Kickbacks for the original instigator
		scope:attacker.top_liege ?= {
			if = {
				limit = { this != scope:attacker }
				send_interface_toast = {
					type = event_toast_effect_good
					title = influence_war_instigator_notification
					left_icon = scope:attacker
					right_icon = scope:defender
					if = {
						limit = { this != top_liege }
						reverse_add_opinion = {
							modifier = win_influence_war_opinion
							target = top_liege
						}
					}
					change_influence = {
						value = massive_influence_gain
						multiply = 3
					}
				}
			}
		}

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

		# Go through the dejure hierarchy under target titles, transfer eligible vassals and sieze counties from ineligible ones
		every_in_list = {
			list = target_titles
			custom_tooltip = INFLUENCE_WAR_CB_TITLE

			expansion_cb_title_transfer = yes
		}

		every_in_list = {
			list = vassals_taken
			change_liege = {
				liege = scope:attacker.top_liege
				change = scope:change
			}
		}

		every_in_list = {
			list = titles_taken
			change_title_holder = {
				holder = scope:attacker.top_liege
				change = scope:change
				take_baronies = yes
			}
		}
		
		# If applicable, take the target title (i.e. duchy) as well
		every_in_list = {
			list = target_title_taken
			#custom_tooltip = expansion_take_target_title_tt
			change_title_holder = {
				holder = scope:attacker.top_liege
				change = scope:change
			}
		}

		resolve_title_and_vassal_change = scope:change

		# Prestige Progress for the Attacker
		every_in_list = {
			list = target_titles
			scope:attacker = {
				add_prestige_experience = medium_prestige_value
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		# Truce
		add_truce_attacker_victory_effect = yes

		# FP1: note the victory for future memorialisation via stele (if applicable).
		scope:attacker = { fp1_remember_recent_conquest_victory_effect = yes }

		if = { # Warning that only counties are changing hands
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
				}
			}
			random_in_list = {
				list = target_titles
				limit = { tier = tier_duchy }
				save_scope_as = de_jure_target
			}
		}
		if = {
			limit = {
				any_in_list = {
					list = target_titles
					tier = tier_duchy
					holder = scope:defender
				}
			}
			if = {
				limit = {
					scope:defender = {
						any_held_title = {
							title_tier = county
							NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
						}
					}
				}
				custom_tooltip = conquest_title_not_transferred_tt
			}
			else = {
				custom_tooltip = influence_war_take_target_title_tt
			}
		}
		else = {
			if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier = tier_duchy
						is_title_created = yes
						holder = {
							NOT = {
								any_sub_realm_county = {
									#tier = tier_county
									NOT = { target_is_de_jure_liege_or_above = scope:de_jure_target }
								}
							}
						}
					}
				}
				custom_tooltip = expansion_take_target_title_tt
			}
			else_if = {
				limit = {
					any_in_list = {
						list = target_titles
						tier = tier_duchy
						is_title_created = yes
					}
				}
				custom_tooltip = conquest_title_usurp_tt
			}
			#else = { custom_tooltip = expansion_create_target_title_tt }
		}

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_white_peace_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_white_peace_desc_defender
			}
			desc = county_conquest_cb_white_peace_desc
		}
	}

	on_white_peace = {
		scope:attacker = { show_pow_release_message_effect = yes }
		# Prestige loss for the attacker

		# EP2 accolade glory gain for doing pretty good against higher ranked enemy
		scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }

		scope:attacker = {
			add_prestige = {
				value = minor_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:attacker # not impactful as the scale are identical
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}


		add_truce_white_peace_effect = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	on_defeat_desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:defender = { is_local_player = yes } }
				desc = county_conquest_cb_defeat_desc_defender
			}
			triggered_desc = {
				trigger = {
					scope:attacker = {
						is_local_player = yes
						has_targeting_faction = yes
					}
				}
				desc = county_conquest_cb_defeat_desc_attacker
			}
			desc = county_conquest_cb_defeat_desc
		}
	}

	on_defeat = {
		scope:attacker = { show_pow_release_message_effect = yes }
		
		# Legitimacy
		add_legitimacy_attacker_defeat_effect = yes

		scope:defender = { 
			mandala_peacemaker_perk_serenity_effect = yes
			#EP2 accolade glory gain for winning against higher ranked enemy
			accolade_defender_war_end_glory_gain_high_effect = yes
			# Prestige for Defender
			add_prestige_war_defender_effect = {
				PRESTIGE_VALUE = medium_prestige_value
			}
		}

		# Prestige loss for the attacker
		scope:attacker = {
			pay_short_term_gold_reparations_effect = {
				GOLD_VALUE = 3
			}
			add_prestige = {
				value = major_prestige_value
				multiply = -1.0
			}
		}

		# Allies on both sides get full prestige value for helping in the war, based on their war participation.
		modify_allies_of_participants_fame_values = {
			WINNER = scope:defender
			FAME_BASE = medium_prestige_value
			IS_RELIGIOUS_WAR = no
			WINNER_ALLY_FAME_SCALE = 1
			LOSER_ALLY_FAME_SCALE = 1
		}

		add_truce_attacker_defeat_effect = yes

		scope:attacker = {
			save_temporary_scope_as = loser
		}
		on_lost_aggression_war_discontent_loss = yes

		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
		laamp_as_mercenary_payout_tooltip_effect = yes
	}

	transfer_behavior = transfer

	on_primary_attacker_death = inherit
	on_primary_defender_death = inherit

	attacker_allies_inherit = yes
	defender_allies_inherit = yes

	war_name = "INFLUENCE_WAR_NAME"
	war_name_base = "INFLUENCE_WAR_NAME_BASE"
	cb_name = "INFLUENCE_WAR_CB_NAME"

	interface_priority = 84

	use_de_jure_wargoal_only = yes

	attacker_wargoal_percentage = 0.8
	
	max_defender_score_from_occupation = 150
	max_attacker_score_from_occupation = 150

	ai_score_mult = {
		value = 1
		
		add = frankokratia_leader_protection_value #Set back to 0. Declaring war on the frankokratia leader can really ruin the whole thing
	}
}
