#find_title_for_almohad_spawn_effect = {
#	if = { # The important thing is to not mess too much with players who can't resist
#		limit = {
#			title:c_tinmallal = {
#				holder = { is_ai = yes }
#				OR = {
#					NOT = { exists = duchy.holder }
#					duchy.holder = { is_ai = yes }
#				}
#			}
#		}
#		title:c_tinmallal = {
#			save_scope_as = almohad_county
#		}
#	}
#	else = {
#		title:k_maghreb = {
#			random_in_de_jure_hierarchy = {
#				continue = { tier > tier_county }
#				limit = {
#					tier = tier_county
#					holder = { is_ai = yes } # Let's not murder players
#					NOT = { this = title:c_marrakesh }
#					save_temporary_scope_as = potential_almohad_county
#					# If someone holds k_maghreb, put the Almohads in their realm
#					trigger_if = {
#						limit = { exists = title:k_maghreb.holder }
#						title:k_maghreb.holder = {
#							OR = {
#								this = scope:potential_almohad_county.holder
#								any_sub_realm_county = {
#									this = scope:potential_almohad_county
#								}
#							}
#						}
#					}
#					# Either this should be the holder's only title, or it should NOT be their capital
#					trigger_if = {
#						limit = {
#							holder = {
#								any_sub_realm_county = { count > 1 }
#							}
#						}
#						this != holder.capital_county
#					}
#				}
#				weight = {
#					base = 1
#					# Prefer already Muslim counties
#					modifier = {
#						add = 5
#						religion = religion:islam_religion
#					}
#					# Massively prefer to avoid a player-held Duchies if possible
#					modifier = {
#						factor = 0.01
#						exists = duchy.holder
#						duchy.holder = { is_ai = no }
#					}
#				}
#				save_scope_as = almohad_county
#			}
#		}
#	}
#
#	if = { # Discard stuff from here on out
#		limit = { NOT = { exists = scope:almohad_county } }
#		debug_log = "No Almohad title found, Almohad's won't spawn"
#	}
#	# Convert the County and warn relevant people
#	else = {
#		set_global_variable = {
#			name = spawned_almohads
#			value = yes
#		}
#		scope:almohad_county = {
#			set_county_faith = faith:masmudi
#		}
#		scope:almohad_county.holder = {
#			if = {
#				limit = {
#					is_ai = no
#				}
#				trigger_event = almohad.1001
#			}
#			every_liege_or_above = {
#				limit = { is_ai = no }
#				trigger_event = almohad.1001
#			}
#		}
#		trigger_event = { # Random amount of time to convert the province or otherwise prepare
#			id = almohad.0002
#			days = { 400 1000 }
#		}
#	}
#}
#
#
#create_almohads_effect = {
#	create_character = {
#		template = ibn_tumart_character_template
#		name = Amghar_ibn_Tumert
#		location = scope:almohad_county.title_province
#		dynasty_house = house:house_tumert
#		save_scope_as = ibn_tumart
#	}
#	faith:masmudi = {
#		change_fervor = {
#			value = 50
#			desc = fervor_gain_almohads
#		}
#	}
#	scope:ibn_tumart = {
#		create_story = {
#			type = story_almohad_invasion
#			save_scope_as = story
#		}
#		add_pressed_claim = title:k_maghreb
#		add_character_modifier = {
#			modifier = almohad_leader_modifier
#		}
#		add_character_flag = {
#			flag = immune_to_disease
#			years = 15
#		}
#	}
#	scope:story = {
#		set_variable = {
#			name = ibn_tumart
#			value = scope:ibn_tumart
#		}
#		set_variable = {
#			name = almohad_county
#			value = scope:almohad_county
#		}
#	}
#	almohads_find_target_titles_effect = yes
#
#	find_almohad_titles_and_assign_to_ibn_tumart_effect = yes
#
#	create_character = {
#		template = abd_al_mumin_character_template
#		name = Abd_al_Mu_min
#		employer = scope:ibn_tumart
#		dynasty_house = house:house_almohad
#		save_scope_as = al_mumin
#	}
#	scope:al_mumin = {
#		add_pressed_claim = title:k_maghreb
#		add_character_modifier = {
#			modifier = almohad_leader_modifier
#		}
#		add_character_flag = {
#			flag = immune_to_disease
#			years = 15
#		}
#	}
#	scope:story = {
#		set_variable = {
#			name = al_mumin
#			value = scope:al_mumin
#		}
#	}
#
#	scope:almohad_county.holder = {
#		set_global_variable = {
#			name = almohads_waiting_for_player_responses
#			value = 0
#			years = 1 # Clear out eventually, just in case
#		}
#		set_global_variable = {
#			name = almohads_player_responses_received
#			value = 0
#			years = 1 # Clear out eventually, just in case
#		}
#		if = {
#			limit = { is_ai = no }
#			change_global_variable = {
#				name = almohads_waiting_for_player_responses
#				add = 1
#			}
#			trigger_event = almohad.1002
#		}
#		every_liege_or_above = {
#			limit = { is_ai = no }
#			change_global_variable = {
#				name = almohads_waiting_for_player_responses
#				add = 1
#			}
#			trigger_event = almohad.1002
#		}
#		if = {
#			limit = {
#				global_var:almohads_waiting_for_player_responses = 0
#			}
#			remove_global_variable = almohads_waiting_for_player_responses
#			remove_global_variable = almohads_player_responses_received
#			almohads_go_to_war_effect = yes
#		}
#		else = {
#			trigger_event = {
#				id = almohad.0004
#				days = 5
#			}
#		}
#	}
#}
#
#find_almohad_titles_and_assign_to_ibn_tumart_effect = {
#
#	create_title_and_vassal_change = {
#		type = usurped
#		save_scope_as = change
#		add_claim_on_loss = no
#	}
#	scope:almohad_county = {
#		change_title_holder = {
#			holder = scope:ibn_tumart
#			change = scope:change
#			take_baronies = yes
#		}
#	}
#	resolve_title_and_vassal_change = scope:change
#
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = change
#		add_claim_on_loss = no
#	}
#	scope:ibn_tumart.faith.religious_head_title = {
#		change_title_holder = {
#			holder = scope:ibn_tumart
#			change = scope:change
#		}
#	}
#	resolve_title_and_vassal_change = scope:change
#}
#
#almohads_go_to_war_effect = {
#	scope:ibn_tumart = {
#		almohads_become_independent_effect = yes
#		almohads_declare_war_for_target_title_effect = yes
#		spawn_first_almohad_troops_effect = yes
#	}
#}
#
#almohads_become_independent_effect = {
#	hidden_effect = {
#		if = {
#			limit = { scope:ibn_tumart = { is_imprisoned = yes } }
#			scope:ibn_tumart = { release_from_prison = yes }
#		}
#	}
#	create_title_and_vassal_change = {
#		type = independency
#		save_scope_as = going_independent
#		add_claim_on_loss = no
#	}
#	scope:ibn_tumart = {
#		becomes_independent = {
#			change = scope:going_independent
#		}
#	}
#
#	resolve_title_and_vassal_change = scope:going_independent
#}
#
#almohads_find_target_titles_effect = {
#	if = {
#		limit = { exists = title:k_maghreb.holder }
#		title:k_maghreb = {
#			save_scope_as = maghreb_target_title
#			holder = {
#				save_scope_as = first_target
#			}
#		}
#		if = {
#			limit = {
#				NOT = { scope:almohad_county.holder.top_liege = title:k_maghreb.holder.top_liege }
#				scope:almohad_county.holder.top_liege = {
#					any_sub_realm_county = {
#						this != scope:almohad_county
#						kingdom = title:k_maghreb
#					}
#				}
#			}
#			scope:almohad_county.holder.top_liege = {
#				save_scope_as = second_target
#			}
#		}
#	}
#	else = {
#		ordered_independent_ruler = {
#			limit = { highest_held_title_tier > tier_county }
#			order_by = titles_held_in_k_maghreb
#			position = 0
#			save_scope_as = first_target
#		}
#	}
#}
#
#
#almohads_declare_war_for_target_title_effect = {
#	save_scope_as = war_leader
#	if = {
#		limit = { exists = scope:first_target }
#		start_war = {
#			cb = claim_cb
#			target = scope:first_target
#			claimant = scope:war_leader
#			target_title = scope:maghreb_target_title
#		}
#
#		if = {
#			limit = {
#				exists = scope:second_target
#				NOT = { exists = global_var:almohads_do_not_attack_second_target }
#			}
#			start_war = {
#				cb = claim_cb
#				target = scope:second_target
#				claimant = scope:war_leader
#				target_title = scope:maghreb_target_title
#			}
#		}
#	}
#	if = {
#		limit = { exists = global_var:almohads_do_not_attack_second_target }
#		remove_global_variable = almohads_do_not_attack_second_target
#	}
#	else = {
#		debug_log = "Failed to find a valid war target for the Almohads!"
#	}
#}
#
#
#spawn_first_almohad_troops_effect = {
#	spawn_army = {
#		uses_supply = yes
#		inheritable = no
#		name = first_almohad_event_troops
#		levies = {
#			value = 1000
#		}
#		location = scope:ibn_tumart.capital_province
#	}
#}
#
#spawn_second_almohad_troops_effect = {
#	if = {
#		limit = {
#			is_at_war = yes
#		}
#		ordered_war_enemy = {
#			order_by = max_military_strength
#			position = 0
#			save_scope_as = powerful_war_enemy
#		}
#		spawn_army = {
#			uses_supply = yes
#			inheritable = no
#			name = second_almohad_event_troops
#			levies = {
#				if = {
#					limit = { exists = scope:powerful_war_enemy }
#					add = scope:powerful_war_enemy.max_military_strength
#					multiply = 2
#				}
#				else = {
#					add = 3000
#				}
#			}
#			location = capital_province
#		}
#	}
#}
#