#
#namespace = roman_restoration
#
###################################################
#
#### Roman Restoration Major Decision Events
## by Flavio Verna
#
## 0001 - Restoring Roman Empire as Byzantium
## 0003 - Restoring Roman Empire as HRE
## 0005 - New Emperor becomes Augustus
## 0006 - Old Emperor loses Augustus
## 0010/0024 - Old Roman Provinces are Restored
## 0100 - Schism is mended
## 0199, 0104, 0105, 0106, 0107 - Restored Patriarchate Events
## 0120 - Imposing the Iconoclast Patriarchate
## 0122 - Restoring the Ecumenical Patriarchate
## 0124 - Restoring the Papacy
## 0130 - Destroying the Papacy
## 0140 - Unifying Italy
## 0150 - Restoring Roman Empire as Italy
## 0160/0175 - Roman Empire dismantles pretenders
#
###################################################
#
###################################################
## Restoring the Roman Empire
###################################################
#roman_restoration.0001 = {
#	type = character_event
#	title = roman_restoration.0001.t
#	desc = {
#		desc = roman_restoration.0001.desc.intro
#		first_valid = {
#			# Doing it as the Greeks.
#			triggered_desc = {
#				trigger = {
#					root.culture = culture:greek
#				}
#				desc = roman_restoration.0001.desc.greeks
#			}
#			# Doing it as somebody else.
#			desc = roman_restoration.0001.desc.other
#		}
#		first_valid = {
#			# Doing it as Christians.
#			triggered_desc = {
#				trigger = {
#					faith.OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
#				}
#				desc = roman_restoration.0001.desc.christians
#			}
#			# Doing it as Hellenics
#			triggered_desc = {
#				trigger = {
#					faith.religion = faith:hellenic_pagan.religion
#				}
#				desc = roman_restoration.0001.desc.hellenics
#			}
#			desc = roman_restoration.0001.desc.fallback
#		}
#	}
#	theme = emperor
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_honorable
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		save_scope_as = scoped_emperor
#		create_roman_empire_scripted_effect = yes
#		create_story = restoring_roman_provinces_story
#	}
#	option = {
#		name = roman_restoration.0001.a
#		set_nickname_effect = { NICKNAME = nick_the_glorious }
#		# Send narrative fluff to other players (if any).
#		every_player = {
#			limit = {
#				this != root
#				is_within_diplo_range = { CHARACTER = root }
#			}
#			trigger_event = roman_restoration.0002
#		}
#	}
#}
#
## Players informed of some fucko declaring a new Rome
#roman_restoration.0002 = {
#	type = character_event
#	title = roman_restoration.0002.t
#	desc = {
#		desc = roman_restoration.0002.desc
#		first_valid = {
#			# Christians freaking out.
#			triggered_desc = {
#				trigger = {
#					scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#					faith.religion = faith:roman_catholic.religion
#				}
#				desc = roman_restoration.0002.desc.hellenics
#			}
#			# Regular.
#			desc = roman_restoration.0002.desc.christians
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_honorable
#	}
#
#	immediate = {
#		#Same-faith non-empire tier rulers are over-awed.
#		if = {
#			limit = { faith = scope:scoped_emperor.faith }
#			play_music_cue = "mx_cue_epic_sacral_moment"
#		}
#		#Otherwise, this is a tacit statement of imperial threat.
#		else = { play_music_cue = "mx_cue_combat_2" }
#	}
#
#	option = {
#		name = { # Regular
#			trigger = {
#				NAND = {
#					scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#					faith.religion = faith:roman_catholic.religion
#				}
#				NOT = {
#					has_title = title:e_hre
#				}
#			}
#			text = roman_restoration.0002.a
#		}
#		name = { # Regular HRE
#			trigger = {
#				NAND = {
#					scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#					faith.religion = faith:roman_catholic.religion
#				}
#				has_title = title:e_hre
#			}
#			text = roman_restoration.0002.b
#		}
#		name = { # Crazy Hellenics
#			trigger = {
#				scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#				faith.religion = faith:roman_catholic.religion
#				NOT = {
#					has_title = title:e_hre
#				}
#			}
#			text = roman_restoration.0002.c
#		}
#		name = { # Crazy Hellenics HRE
#			trigger = {
#				scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#				faith.religion = faith:roman_catholic.religion
#				has_title = title:e_hre
#			}
#			text = roman_restoration.0002.d
#		}
#	}
#	option = {
#		name = roman_restoration.0002.e
#		fallback = yes
#	}
#}
#
###################################################
## Holy Roman Empire for realsies this time.
###################################################
#
#roman_restoration.0003 = {
#	type = character_event
#	title = roman_restoration.0003.t
#	desc = {
#		first_valid = {
#			# Doing it as the Greeks.
#			triggered_desc = {
#				trigger = {
#					root.culture = culture:greek
#				}
#				desc = roman_restoration.0003.desc.greeks
#			}
#			# Doing it as somebody else.
#			triggered_desc = {
#				trigger = {
#					NOT = {
#						root.culture = culture:greek
#					}
#				}
#				desc = roman_restoration.0003.desc.other
#			}
#		}
#		desc = roman_restoration.0003.desc
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_honorable
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		save_scope_as = scoped_emperor
#		create_roman_empire_holy_scripted_effect = yes
#	}
#
#	option = {
#		name = roman_restoration.0003.a
#		set_nickname_effect = { NICKNAME = nick_the_glorious }
#		# Send narrative fluff to other players (if any).
#		every_player = {
#			limit = {
#				this != root
#				is_within_diplo_range = { CHARACTER = root }
#			}
#			trigger_event = roman_restoration.0004
#		}
#	}
#}
#
## Players informed of (Holy) Roman Empire being reborn.
#roman_restoration.0004 = {
#	type = character_event
#	title = roman_restoration.0004.t
#	desc = {
#		first_valid = {
#			# Reaction of the Byzantines (if they are even still around)
#			triggered_desc = {
#				trigger = {
#					OR = {
#						has_title = title:e_byzantium
#						any_liege_or_above = {
#							has_title = title:e_byzantium
#						}
#					}
#				}
#				desc = roman_restoration.0004.desc.byzantines
#			}
#			# Everybody else.
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						has_title = title:e_byzantium
#						any_liege_or_above = {
#							has_title = title:e_byzantium
#						}
#					}
#				}
#				desc = roman_restoration.0004.desc.others
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_honorable
#	}
#
#	immediate = {
#		#Same-faith non-empire tier rulers are over-awed.
#		if = {
#			limit = { faith = scope:scoped_emperor.faith }
#			play_music_cue = "mx_cue_epic_sacral_moment"
#		}
#		#Otherwise, this is a tacit statement of imperial threat.
#		else = { play_music_cue = "mx_cue_combat_2" }
#	}
#
#	option = {
#		name = roman_restoration.0004.a
#		trigger = {
#			NOT = {
#				has_title = title:e_byzantium
#			}
#		}
#	}
#	option = {
#		name = roman_restoration.0004.b
#		trigger = {
#			has_title = title:e_byzantium
#		}
#		stress_impact = {
#			base = medium_stress_impact_gain
#		}
#	}
#}
#
## on_new_holder: New Emperor gets the Augustus Trait.
#roman_restoration.0005 = {
#	type = character_event
#	title = roman_restoration.0005.t
#	desc = {
#		first_valid = {
#			# Regular Roman Empire
#			triggered_desc = {
#				trigger = {
#					NOT = {
#						exists = title:h_roman_empire.var:variable_restored_hre
#					}
#				}
#				desc = roman_restoration.0005.desc.regular
#			}
#			# Holy Roman Empire
#			triggered_desc = {
#				trigger = {
#					exists = title:h_roman_empire.var:variable_restored_hre
#				}
#				desc = roman_restoration.0005.desc.holy
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_bold
#	}
#
#	trigger = {
#		OR = {
#			scope:title = title:h_roman_empire
#			scope:title = title:h_eastern_roman_empire
#		}
#		NOT = { has_trait = augustus }
#	}
#
#	immediate = {
#		if = {
#			limit = {
#				scope:previous_holder = {
#					any_owned_story = {
#						type = restoring_roman_provinces_story
#					}
#				}
#			}
#			hidden_effect = {
#				scope:previous_holder = {
#					random_owned_story = {
#						type = restoring_roman_provinces_story
#						end_story = yes
#					}
#				}
#				create_story = restoring_roman_provinces_story
#			}
#		}
#
#		if = {
#			limit = { scope:previous_holder = { is_alive = yes has_trait = augustus } }
#			save_scope_as = new_holder
#			scope:previous_holder = { trigger_event = roman_restoration.0006 }
#		}
#	}
#
#	option = {
#		name = roman_restoration.0005.a
#		add_trait = augustus
#	}
#}
#
## If old holder is still alive, he will lose the trait.
#roman_restoration.0006 = {
#	type = character_event
#	title = roman_restoration.0006.t
#	desc = roman_restoration.0006.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = shame
#	}
#
#	immediate = {
#		#This is so sad: Alexios, play dungeonito.
#		play_music_cue = "mx_cue_prison"
#	}
#
#	trigger = {
#		is_alive = yes
#		has_trait = augustus
#	}
#
#	option = {
#		name = roman_restoration.0006.a
#		remove_trait = augustus
#		stress_impact = {
#			base = minor_stress_impact_gain
#		}
#	}
#}
#
###################################################
## Recovering old Provinces.
###################################################
#
## All events fired on_yearly pulses, checking for dejure Duchies.
## Mostly just for flavor.
#
#scripted_trigger roman_restoration_0010_is_valid_roman_empire_trigger = {
#	is_ai = no
#	is_roman_emperor_trigger = yes
#	OR = {
#		faith.religion = faith:roman_catholic.religion # Either Christian
#		faith.religion = faith:hellenic_pagan.religion # Or Hellenic
#	}
#}
#
## Provincia Syria Palaestina
## Provincia Aegyptus
## Provincia Cyrenaica
## Provincia Africa
## Provincia Illyricum
## Provincia Italia
## Provincia Gallia
## Provincia Germania
## Provincia Britannia
## Provincia Hispania
## Provincia Mauretania
## Provincia Mesopotamia
## Provincia Caledonia
## Provincia Hibernia
## Imperial Borders (all provinces restored)
#
## Provincia Syria Palaestina
#roman_restoration.0010 = {
#	type = character_event
#	title = roman_restoration.0010.t
#	desc = roman_restoration.0010.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_syria
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_syria_palestina
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_syria
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
#
## Provincia Aegyptus
#roman_restoration.0011 = {
#	type = character_event
#	title = roman_restoration.0011.t
#	desc = roman_restoration.0011.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_aegyptus
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_aegyptus
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_aegyptus
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Cyrenaica
#roman_restoration.0012 = {
#	type = character_event
#	title = roman_restoration.0012.t
#	desc = roman_restoration.0012.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_cyrenaica
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_cyrenaica
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_cyrenaica
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Africa
#roman_restoration.0013 = {
#	type = character_event
#	title = roman_restoration.0013.t
#	desc = roman_restoration.0013.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_africa
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_africa
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_africa
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Illyricum
#roman_restoration.0014 = {
#	type = character_event
#	title = roman_restoration.0014.t
#	desc = roman_restoration.0014.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_illyricum
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_illyricum
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_illyricum
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Italia
#roman_restoration.0015 = {
#	type = character_event
#	title = roman_restoration.0015.t
#	desc = roman_restoration.0015.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_italia
#			}
#		}
#		NOT = { exists = title:h_roman_empire.var:variable_restored_italy }
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = world_europe_south_italy
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_italia
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Gallia
#roman_restoration.0016 = {
#	type = character_event
#	title = roman_restoration.0016.t
#	desc = roman_restoration.0016.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_gallia
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = world_europe_west_francia
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_gallia
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Germania
#roman_restoration.0017 = {
#	type = character_event
#	title = roman_restoration.0017.t
#	desc = roman_restoration.0017.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_germania
#			}
#		}
#		NOT = { exists = title:h_roman_empire.var:variable_restored_hre }
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = world_europe_west_germania
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_germania
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Britannia
#roman_restoration.0018 = {
#	type = character_event
#	title = roman_restoration.0018.t
#	desc = roman_restoration.0018.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_britannia
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_wales
#		completely_controls_region = custom_england
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_britannia
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Hispania
#roman_restoration.0019 = {
#	type = character_event
#	title = roman_restoration.0019.t
#	desc = roman_restoration.0019.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_hispania
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_hispania
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_hispania
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Mauretania
#roman_restoration.0020 = {
#	type = character_event
#	title = roman_restoration.0020.t
#	desc = roman_restoration.0020.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_mauretania
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_mauretania
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_mauretania
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Mesopotamia
#roman_restoration.0021 = {
#	type = character_event
#	title = roman_restoration.0021.t
#	desc = roman_restoration.0021.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_mesopotamia
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_mesopotamia
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_mesopotamia
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Caledonia
#roman_restoration.0022 = {
#	type = character_event
#	title = roman_restoration.0022.t
#	desc = roman_restoration.0022.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_caledonia
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_caledonia
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_caledonia
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
## Provincia Hibernia
#roman_restoration.0023 = {
#	type = character_event
#	title = roman_restoration.0023.t
#	desc = roman_restoration.0023.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_hibernia
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_hibernia
#	}
#
#	immediate = {
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_hibernia
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#	}
#}
#
## Imperial Borders (all provinces restored)
#roman_restoration.0024 = {
#	type = character_event
#	title = roman_restoration.0024.t
#	desc = {
#		desc = roman_restoration.0024.desc.intro
#		first_valid = {
#			# Christian Roman Empire
#			triggered_desc = {
#				trigger = {
#					faith.religion = faith:roman_catholic.religion
#				}
#				desc = roman_restoration.0024.desc.christian
#			}
#			# Hellenic Roman Empire
#			triggered_desc = {
#				trigger = {
#					faith.religion = faith:hellenic_pagan.religion
#				}
#				desc = roman_restoration.0024.desc.hellenic
#			}
#			# Fallback Roman Empire
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						faith.religion = faith:roman_catholic.religion
#						faith.religion = faith:hellenic_pagan.religion
#					}
#				}
#				desc = roman_restoration.0024.desc.fallback
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#
#	trigger = {
#		roman_restoration_0010_is_valid_roman_empire_trigger = yes
#		is_roman_emperor_excluding_byzantium_trigger = yes
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_roman_provinces_variable_list
#				target = flag:flag_re_restored_all
#			}
#		}
#		NOT = { has_character_flag = flag_roman_province_cooldown }
#		completely_controls_region = custom_roman_full_borders
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		add_to_global_variable_list = {
#			name = restored_roman_provinces_variable_list
#			target = flag:flag_re_restored_all
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_roman_province_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0010.a
#		add_prestige = major_prestige_gain
#		hidden_effect = {
#			random_owned_story = {
#				type = restoring_roman_provinces_story
#				end_story = yes
#			}
#		}
#	}
#}
#
###################################################
## Schism events.
###################################################
#
#roman_restoration.0100 = {
#	type = character_event
#	title = roman_restoration.0100.t
#	desc = {
#		desc = roman_restoration.0100.desc.intro
#		first_valid = {
#			# As an Orthodox
#			triggered_desc = {
#				trigger = {
#					faith = faith:orthodox
#				}
#				desc = roman_restoration.0100.desc.orthodox
#			}
#			# As a Catholic
#			triggered_desc = {
#				trigger = {
#					religion = religion:catholic_religion
#				}
#				desc = roman_restoration.0100.desc.catholic
#			}
#			# And Everybody else
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						religion = religion:catholic_religion
#						faith = faith:orthodox
#					}
#				}
#				desc = roman_restoration.0100.desc.generic
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_zealous
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_faith_conversion"
#		save_scope_as = scoped_emperor
#		faith = { save_scope_as = mending_faith }
#		mend_great_schism_scripted_effect = yes
#		if = {
#			limit = {
#				scope:mending_faith = faith:orthodox
#			}
#			faith:catholic = {
#				save_scope_as = loser_faith
#			}
#		}
#		else_if = {
#			limit = {
#				scope:mending_religion = religion:catholic_religion
#			}
#			faith:orthodox = {
#				save_scope_as = loser_faith
#			}
#		}
#		else = {
#			religion = {
#				random_faith = {
#					limit = {
#						exists = religious_head
#						this != scope:mending_faith
#					}
#					save_scope_as = loser_faith
#				}
#			}
#		}
#		legend_seed_great_deed_faith_effect = {
#			ANTAGONIST = scope:loser_faith.religious_head
#			OLD_FAITH = scope:loser_faith
#		}
#	}
#
#	option = {
#		name = roman_restoration.0100.a
#	}
#}
#
## Ecumenical followers get chance to convert.
#roman_restoration.0101 = {
#	type = character_event
#	title = roman_restoration.0100.t
#	desc = {
#		desc = roman_restoration.0101.desc.intro
#		first_valid = {
#			# As an Orthodox
#			triggered_desc = {
#				trigger = {
#					scope:mending_faith = faith:orthodox
#				}
#				desc = roman_restoration.0101.desc.orthodox
#			}
#			# As a Catholic
#			triggered_desc = {
#				trigger = {
#					scope:mending_religion = religion:catholic_religion
#				}
#				desc = roman_restoration.0101.desc.catholic
#			}
#			# And Everybody else
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						scope:mending_religion = religion:catholic_religion
#						scope:mending_faith = faith:orthodox
#					}
#				}
#				desc = roman_restoration.0101.desc.generic
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_zealous
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_faith_conversion"
#		faith = { save_scope_as = old_faith }
#	}
#
#	option = {
#		name = roman_restoration.0101.a
#		trigger = {
#			OR = {
#				is_ai = no
#				NOT = { has_trait = zealous } # Never!
#			}
#		}
#		set_character_faith = scope:mending_faith
#		if = {
#			limit = { 
#				scope:mending_faith = { has_doctrine = doctrine_monotheist }
#			}
#			custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
#		}
#		every_held_title = {
#			title_tier = county
#			set_county_faith = scope:mending_faith
#		}
#		ai_chance = {
#			base = 80
#			modifier = { # Where the wind blows, I sail.
#				add = 20
#				has_trait = cynical
#			}
#		}
#	}
#	option = {
#		name = roman_restoration.0101.b
#		ai_chance = {
#			base = 20
#			ai_value_modifier = {
#				ai_zeal = 1.0
#			}
#			modifier = {
#				add = 20
#				has_trait = zealous
#			}
#			modifier = {
#				add = 10
#				OR = {
#					has_title = title:e_byzantium
#					has_title = title:e_hre
#				}
#			}
#		}
#	}
#}
#
## Heretics and Heathens are only notified.
#roman_restoration.0102 = {
#	type = character_event
#	title = roman_restoration.0100.t
#	desc = {
#		desc = roman_restoration.0101.desc.intro
#		first_valid = {
#			# As an Orthodox
#			triggered_desc = {
#				trigger = {
#					scope:mending_faith = faith:orthodox
#				}
#				desc = roman_restoration.0101.desc.orthodox
#			}
#			# As a Catholic
#			triggered_desc = {
#				trigger = {
#					scope:mending_religion = religion:catholic_religion
#				}
#				desc = roman_restoration.0101.desc.catholic
#			}
#			# And Everybody else
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						scope:mending_religion = religion:catholic_religion
#						scope:mending_faith = faith:orthodox
#					}
#				}
#				desc = roman_restoration.0101.desc.generic
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_zealous
#	}
#
#	immediate = {
#		#Even if you're not converting, it's still all rather momentous.
#		play_music_cue = "mx_cue_faith_conversion"
#	}
#
#	option = {
#		name = roman_restoration.0102.a
#	}
#}
#
## Faithful players notified.
#roman_restoration.0103 = {
#	type = character_event
#	title = roman_restoration.0100.t
#	desc = {
#		desc = roman_restoration.0100.desc.intro
#		first_valid = {
#			# As an Orthodox
#			triggered_desc = {
#				trigger = {
#					scope:mending_faith = faith:orthodox
#				}
#				desc = roman_restoration.0100.desc.orthodox
#			}
#			# As a Catholic
#			triggered_desc = {
#				trigger = {
#					scope:mending_religion = religion:catholic_religion
#				}
#				desc = roman_restoration.0100.desc.catholic
#			}
#			# And Everybody else
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						scope:mending_religion = religion:catholic_religion
#						scope:mending_faith = faith:orthodox
#					}
#				}
#				desc = roman_restoration.0100.desc.generic
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_zealous
#	}
#
#	immediate = {
#		#Even if you're not converting, it's still all rather momentous.
#		play_music_cue = "mx_cue_faith_conversion"
#	}
#
#	option = {
#		name = roman_restoration.0100.a
#	}
#}
#
###################################################
## Flavor for restoring the Pentarchy as the Orthodox ERE.
###################################################
#
## All on_yearly_action pulse.
#
## Patriarchate of Antioch
## Patriarchate of Jerusalem
## Patriarchate of Alexandria
## Patriarchate of Rome
#
#scripted_trigger roman_restoration_0104_is_valid_roman_empire_trigger = {
#	is_roman_emperor_trigger = yes
#	faith = faith:orthodox
#	faith = { has_doctrine = special_doctrine_ecumenical_christian }
#}
#
## on_new_holder hidden event to check title and conqueror.
#roman_restoration.0199 = {
#	type = character_event
#	hidden = yes
#
#	trigger = {
#		OR = {
#			scope:title = title:c_antiocheia
#			scope:title = title:c_jerusalem
#			scope:title = title:c_alexandria
#			scope:title = title:c_roma
#		}
#		OR = {
#			AND = {
#				roman_restoration_0104_is_valid_roman_empire_trigger = yes
#				faith = faith:orthodox
#			}
#			any_liege_or_above = {
#				roman_restoration_0104_is_valid_roman_empire_trigger = yes
#				faith = faith:orthodox
#			}
#		}
#	}
#
#	immediate = {
#		if = {
#			limit = {
#				any_liege_or_above = {
#					roman_restoration_0104_is_valid_roman_empire_trigger = yes
#					faith = faith:orthodox
#				}
#			}
#			random_liege_or_above = {
#				limit = {
#					roman_restoration_0104_is_valid_roman_empire_trigger = yes
#					faith = faith:orthodox
#				}
#				trigger_event = {
#					on_action = on_action_orthodox_pentarchy_pulse
#				}
#			}
#		}
#		else = {
#			trigger_event = {
#				on_action = on_action_orthodox_pentarchy_pulse
#			}
#		}
#	}
#}
#
## Patriarchate of Antioch
#roman_restoration.0104 = {
#	type = character_event
#	title = roman_restoration.0104.t
#	desc = roman_restoration.0104.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_zealous
#	}
#
#	trigger = {
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_pentarchy_seants_variable_list
#				target = flag:flag_re_restored_antioch
#			}
#		}
#		NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
#		roman_restoration_0104_is_valid_roman_empire_trigger = yes
#		scope:title = title:c_antiocheia
#		#title:c_antiocheia.holder.faith = root.faith #Not under an infidel vassal.
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		add_to_global_variable_list = {
#			name = restored_pentarchy_seants_variable_list
#			target = flag:flag_re_restored_antioch
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_orthodox_patriarchate_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0104.a
#		add_piety = major_piety_gain
#	}
#}
#
## Patriarchate of Jerusalem
#roman_restoration.0105 = {
#	type = character_event
#	title = roman_restoration.0105.t
#	desc = roman_restoration.0105.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_zealous
#	}
#
#	trigger = {
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_pentarchy_seants_variable_list
#				target = flag:flag_re_restored_jerusalem
#			}
#		}
#		NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
#		roman_restoration_0104_is_valid_roman_empire_trigger = yes
#		scope:title = title:c_jerusalem
#		#title:c_jerusalem.holder.faith = root.faith #Not under an infidel vassal.
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		add_to_global_variable_list = {
#			name = restored_pentarchy_seants_variable_list
#			target = flag:flag_re_restored_jerusalem
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_orthodox_patriarchate_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0104.a
#		add_piety = major_piety_gain
#	}
#}
#
## Patriarchate of Alexandria
#roman_restoration.0106 = {
#	type = character_event
#	title = roman_restoration.0106.t
#	desc = roman_restoration.0106.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_zealous
#	}
#
#	trigger = {
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_pentarchy_seants_variable_list
#				target = flag:flag_re_restored_alexandria
#			}
#		}
#		NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
#		roman_restoration_0104_is_valid_roman_empire_trigger = yes
#		scope:title = title:c_alexandria
#		#title:c_alexandria.holder.faith = root.faith #Not under an infidel vassal.
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		add_to_global_variable_list = {
#			name = restored_pentarchy_seants_variable_list
#			target = flag:flag_re_restored_alexandria
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_orthodox_patriarchate_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0104.a
#		add_piety = major_piety_gain
#	}
#}
#
## Patriarchate of Rome
#roman_restoration.0107 = {
#	type = character_event
#	title = roman_restoration.0107.t
#	desc = roman_restoration.0107.desc
#	theme = emperor
#	left_portrait = {
#		character = root
#		animation = personality_zealous
#	}
#
#	trigger = {
#		NOT = { # Only happens once.
#			is_target_in_global_variable_list = {
#				name = restored_pentarchy_seants_variable_list
#				target = flag:flag_re_restored_roma
#			}
#		}
#		NOT = { has_character_flag = flag_orthodox_patriarchate_cooldown }
#		roman_restoration_0104_is_valid_roman_empire_trigger = yes
#		scope:title = title:c_roma
#		#title:c_roma.holder.faith = root.faith #Not under an infidel vassal.
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		add_to_global_variable_list = {
#			name = restored_pentarchy_seants_variable_list
#			target = flag:flag_re_restored_roma
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_orthodox_patriarchate_cooldown
#				days = 400
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0104.a
#		add_piety = major_piety_gain
#	}
#}
#
#
#
###################################################
## Imposing Iconoclast Patriarchate
###################################################
#
#roman_restoration.0120 = {
#	type = character_event
#	title = roman_restoration.0120.t
#	desc = roman_restoration.0120.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:new_pope
#		animation = personality_zealous
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		save_scope_as = reformer
#		if = { # Pick your chaplain first.
#			limit = {
#				exists = cp:councillor_court_chaplain
#				cp:councillor_court_chaplain = { faith = faith:iconoclast }
#			}
#			cp:councillor_court_chaplain = { save_scope_as = new_pope }
#		}
#		else = {
#		 	hidden_effect = {
#				create_character = {
#					employer = root
#					template = religious_leader_character
#					random_traits = no
#					save_scope_as = new_pope
#					dynasty = generate
#				}
#			}
#			scope:new_pope = {
#				add_trait = education_learning_3
#				add_trait = zealous
#				add_trait = intellect_good_1
#				random_list = {
#					1 = { add_trait = lustful }
#					1 = { add_trait = chaste }
#					1 = { add_trait = wrathful }
#					1 = { add_trait = diligent }
#					1 = { add_trait = impatient }
#					1 = { add_trait = arrogant }
#					1 = { add_trait = humble }
#					1 = { add_trait = gregarious }
#				}
#				random_list = {
#					1 = { add_trait = honest }
#					1 = { add_trait = ambitious }
#					1 = { add_trait = just }
#					1 = { add_trait = cynical }
#					1 = { add_trait = zealous }
#					1 = { add_trait = compassionate }
#					1 = { add_trait = stubborn }
#				}
#			}
#		}
#		create_title_and_vassal_change = {
#			type = returned
#			save_scope_as = change
#			add_claim_on_loss = no
#		}
#		title:d_iconoclast = {
#			change_title_holder = {
#				holder = scope:new_pope
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#		root = { destroy_title = title:k_orthodox }
#		faith:iconoclast = {
#			change_fervor = {
#				value = 15
#				desc = fervor_gain_iconoclast_patriarchate
#			}
#			if = {
#				limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
#				add_doctrine = special_doctrine_ecumenical_christian
#			}
#		}
#		faith:orthodox = {
#			change_fervor = {
#				value = -30
#				desc = fervor_loss_iconoclast_patriarchate
#			}
#			if = {
#				limit = { has_doctrine = special_doctrine_ecumenical_christian }
#				remove_doctrine = special_doctrine_ecumenical_christian
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0120.a
#		add_piety = major_piety_gain
#		every_player = {
#			limit = {
#				this != root
#				faith.religion = faith:orthodox.religion
#			}
#			trigger_event = roman_restoration.0121 # Notification.
#		}
#		if = { # Vassalize if possible/needed.
#			limit = {
#				highest_held_title_tier > scope:new_pope.highest_held_title_tier
#				NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
#			}
#			create_title_and_vassal_change = {
#				type = usurped
#				save_scope_as = change
#				add_claim_on_loss = no
#			}
#			scope:new_pope = {
#				change_liege = {
#					liege = root
#					change = scope:change
#				}
#			}
#			resolve_title_and_vassal_change = scope:change
#		}
#	}
#}
#
## Christians notified.
#roman_restoration.0121 = {
#	type = character_event
#	title = roman_restoration.0120.t
#	desc = {
#		first_valid = {
#			# Orthodox Reaction
#			triggered_desc = {
#				trigger = {
#					root.faith = faith:orthodox
#				}
#				desc = roman_restoration.0121.desc.orthodox
#			}
#			# Iconoclast reaction
#			triggered_desc = {
#				trigger = {
#					root.faith = faith:iconoclast
#				}
#				desc = roman_restoration.0121.desc.iconoclast
#			}
#			# Every other Christian
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						root.faith = faith:orthodox
#						root.faith = faith:iconoclast
#					}
#				}
#				desc = roman_restoration.0121.desc.other
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:reformer
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:new_pope
#		animation = personality_zealous
#	}
#
#	immediate = {
#		#Iconoclasts consider this great.
#		if = {
#			limit = { root.faith = faith:iconoclast }
#			play_music_cue = "mx_cue_sacredrite"
#		}
#		#Orthodox consider it monstrous.
#		if = {
#			limit = { root.faith = faith:orthodox }
#			play_music_cue = "mx_cue_combat_2"
#		}
#	}
#
#	option = {
#		name = {
#			trigger = {
#				root.faith = faith:orthodox
#			}
#			text = roman_restoration.0121.a
#		}
#		name = {
#			trigger = {
#				root.faith = faith:iconoclast
#			}
#			text = roman_restoration.0121.b
#		}
#		if = {
#			limit = {
#				root.faith = faith:orthodox
#			}
#			stress_impact = {
#				zealous = medium_stress_impact_gain
#			}
#		}
#	}
#	option = {
#		name = roman_restoration.0121.c
#		fallback = yes
#	}
#}
#
###################################################
## Restoring Ecumenical Patriarchate
###################################################
#
#roman_restoration.0122 = {
#	type = character_event
#	title = roman_restoration.0122.t
#	desc = roman_restoration.0122.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:new_pope
#		animation = personality_zealous
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		save_scope_as = reformer
#		if = { # Pick your chaplain first.
#			limit = {
#				exists = cp:councillor_court_chaplain
#				cp:councillor_court_chaplain = { faith = faith:orthodox }
#			}
#			cp:councillor_court_chaplain = { save_scope_as = new_pope }
#		}
#		else = {
#		 	hidden_effect = {
#				create_character = {
#					employer = root
#					template = religious_leader_character
#					random_traits = no
#					save_scope_as = new_pope
#					dynasty = generate
#				}
#			}
#			scope:new_pope = {
#				add_trait = education_learning_3
#				add_trait = zealous
#				add_trait = intellect_good_1
#				random_list = {
#					1 = { add_trait = lustful }
#					1 = { add_trait = chaste }
#					1 = { add_trait = wrathful }
#					1 = { add_trait = diligent }
#					1 = { add_trait = impatient }
#					1 = { add_trait = arrogant }
#					1 = { add_trait = humble }
#					1 = { add_trait = gregarious }
#				}
#				random_list = {
#					1 = { add_trait = honest }
#					1 = { add_trait = ambitious }
#					1 = { add_trait = just }
#					1 = { add_trait = cynical }
#					1 = { add_trait = zealous }
#					1 = { add_trait = compassionate }
#					1 = { add_trait = stubborn }
#				}
#			}
#		}
#		create_title_and_vassal_change = {
#			type = returned
#			save_scope_as = change
#			add_claim_on_loss = no
#		}
#		title:k_orthodox = {
#			change_title_holder = {
#				holder = scope:new_pope
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#		root = { destroy_title = title:d_iconoclast }
#		faith:orthodox = {
#			change_fervor = {
#				value = 15
#				desc = fervor_gain_ecumenical_patriarchate
#			}
#			if = {
#				limit = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
#				add_doctrine = special_doctrine_ecumenical_christian
#			}
#		}
#		faith:iconoclast = {
#			change_fervor = {
#				value = -30
#				desc = fervor_loss_ecumenical_patriarchate
#			}
#			if = {
#				limit = { has_doctrine = special_doctrine_ecumenical_christian }
#				remove_doctrine = special_doctrine_ecumenical_christian
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0122.a
#		add_piety = major_piety_gain
#		every_player = {
#			limit = {
#				this != root
#				faith.religion = faith:orthodox.religion
#			}
#			trigger_event = roman_restoration.0123 # Notification.
#		}
#		if = { # Vassalize if possible/needed.
#			limit = {
#				highest_held_title_tier > scope:new_pope.highest_held_title_tier
#				NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
#			}
#			create_title_and_vassal_change = {
#				type = returned
#				save_scope_as = change
#				add_claim_on_loss = no
#			}
#			scope:new_pope = {
#				change_liege = {
#					liege = root
#					change = scope:change
#				}
#			}
#			resolve_title_and_vassal_change = scope:change
#		}
#	}
#}
#
## Christians notified.
#roman_restoration.0123 = {
#	type = character_event
#	title = roman_restoration.0122.t
#	desc = {
#		first_valid = {
#			# Orthodox Reaction
#			triggered_desc = {
#				trigger = {
#					root.faith = faith:orthodox
#				}
#				desc = roman_restoration.0123.desc.orthodox
#			}
#			# Iconoclast reaction
#			triggered_desc = {
#				trigger = {
#					root.faith = faith:iconoclast
#				}
#				desc = roman_restoration.0123.desc.iconoclast
#			}
#			#Every other Christian
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						root.faith = faith:orthodox
#						root.faith = faith:iconoclast
#					}
#				}
#				desc = roman_restoration.0123.desc.other
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:reformer
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:new_pope
#		animation = personality_zealous
#	}
#
#	immediate = {
#		#Orthodox consider this great.
#		if = {
#			limit = { root.faith = faith:orthodox }
#			play_music_cue = "mx_cue_sacredrite"
#		}
#		#Iconoclasts consider it monstrous.
#		if = {
#			limit = { root.faith = faith:iconoclast }
#			play_music_cue = "mx_cue_combat_2"
#		}
#	}
#
#	option = {
#		name = roman_restoration.0123.a
#		trigger = {
#			root.faith = faith:orthodox
#		}
#	}
#	option = {
#		name = roman_restoration.0123.b
#		trigger = {
#			root.faith = faith:iconoclast
#		}
#		stress_impact = {
#			zealous = medium_stress_impact_gain
#		}
#	}
#	option = {
#		name = roman_restoration.0123.c
#		trigger = {
#			NOR = {
#				root.faith = faith:orthodox
#				root.faith = faith:iconoclast
#			}
#		}
#	}
#}
#
###################################################
## Restoring Papacy
###################################################
#
#roman_restoration.0124 = {
#	type = character_event
#	title = roman_restoration.0124.t
#	desc = roman_restoration.0124.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:new_pope
#		animation = personality_zealous
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		restore_papacy_scripted_effect = yes
#	}
#
#	option = {
#		name = roman_restoration.0124.a
#		add_piety = major_piety_gain
#		every_player = {
#			limit = {
#				this != root
#				faith.religion = faith:roman_catholic.religion
#			}
#			trigger_event = roman_restoration.0125 # Notification.
#		}
#		if = { # Vassalize if possible/needed.
#			limit = {
#				highest_held_title_tier > scope:new_pope.highest_held_title_tier
#				NOT = { scope:new_pope = { any_liege_or_above = { this = root } } }
#			}
#			create_title_and_vassal_change = {
#				type = returned
#				save_scope_as = change
#				add_claim_on_loss = no
#			}
#			scope:new_pope = {
#				change_liege = {
#					liege = root
#					change = scope:change
#				}
#			}
#			resolve_title_and_vassal_change = scope:change
#		}
#	}
#}
#
## Christians notified.
#roman_restoration.0125 = {
#	type = character_event
#	title = roman_restoration.0124.t
#	desc = {
#		first_valid = {
#			# Catholic Reaction
#			triggered_desc = {
#				trigger = {
#					root.religion = religion:catholic_religion
#				}
#				desc = roman_restoration.0125.desc.catholic
#			}
#			# Every other Christian
#			triggered_desc = {
#				trigger = {
#					NOT = {
#						root.religion = religion:catholic_religion
#					}
#
#				}
#				desc = roman_restoration.0125.desc.other
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:reformer
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:new_pope
#		animation = personality_zealous
#	}
#
#	immediate = {
#		#Catholics are happy!
#		if = {
#			limit = { religion = religion:catholic_religion }
#			play_music_cue = "mx_cue_sacredrite"
#		}
#	}
#
#	option = {
#		name = roman_restoration.0125.a
#		trigger = {
#			root.religion = religion:catholic_religion
#		}
#	}
#	option = {
#		name = roman_restoration.0125.b
#		trigger = {
#			NOT = {
#				root.religion = religion:catholic_religion
#			}
#		}
#	}
#}
#
###################################################
## Destroying the Papacy as a Muslim/Pagan
###################################################
#
#roman_restoration.0130 = {
#	type = character_event
#	title = roman_restoration.0130.t
#	desc = {
#		first_valid = {
#			# Muslim Reaction
#			triggered_desc = {
#				trigger = {
#					root.faith.religion = faith:aqlani.religion
#				}
#				desc = roman_restoration.0130.desc.muslim
#			}
#			# Hellenic Reaction
#			triggered_desc = {
#				trigger = {
#					root.faith.religion = faith:hellenic_pagan.religion
#				}
#				desc = roman_restoration.0130.desc.hellenic
#			}
#			# And the rest
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						root.faith.religion = faith:aqlani.religion
#						root.faith.religion = faith:hellenic_pagan.religion
#					}
#				}
#				desc = roman_restoration.0130.desc.fallback
#			}
#		}
#		first_valid = {
#			# No current Pope
#			triggered_desc = {
#				trigger = {
#					NOT = {
#						exists = scope:scoped_pope
#					}
#				}
#				desc = roman_restoration.0130.desc.no_pope
#			}
#			# Current Pope is crucified
#			triggered_desc = {
#				trigger = {
#					root.faith.religion = faith:hellenic_pagan.religion
#				}
#				desc = roman_restoration.0130.desc.pope.crucifixion
#			}
#			# Current Pope is sacrificed
#			triggered_desc = {
#				trigger = {
#					root.faith = {
#						has_doctrine_parameter = human_sacrifice_active
#					}
#				}
#				desc = roman_restoration.0130.desc.pope.sacrificed
#			}
#			# Current Pope converts
#			desc = roman_restoration.0130.desc.pope.submission
#		}
#	}
#	theme = faith
#	override_background = {
#		trigger = {	
#			root.faith = {
#				OR = {
#					religion = faith:hellenic_pagan.religion
#					has_doctrine_parameter = human_sacrifice_active
#				}
#			}
#		}
#		reference = burning_building
#	}
#	left_portrait = {
#		character = scope:scoped_destroyer
#		animation = schadenfreude
#	}
#	right_portrait = {
#		character = scope:scoped_pope
#		animation = fear
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_sacredrite"
#		save_scope_as = scoped_destroyer
#		if = {
#			limit = { exists = title:k_papal_state.holder }
#			title:k_papal_state.holder = { save_scope_as = scoped_pope }
#		}
#		faith:roman_catholic = { save_scope_as = catholic }
#		destroy_papacy_scripted_effect = yes
#	}
#
#	option = {
#		name = {
#			trigger = {
#				faith.religion = faith:aqlani.religion
#			}
#			text = roman_restoration.0130.a.a
#		}
#		name = {
#			trigger = {
#				faith.religion = faith:hellenic_pagan.religion
#			}
#			text = roman_restoration.0130.a.b
#		}
#		name = {
#			trigger = {
#				NOR = {
#					faith.religion = faith:aqlani.religion
#					faith.religion = faith:hellenic_pagan.religion
#				}
#			}
#			text = roman_restoration.0130.a.c
#		}
#		every_player = {
#			limit = {
#				this != root
#				OR = {
#					faith.religion = faith:roman_catholic.religion
#					faith.religion = root.faith.religion
#				}
#			}
#			trigger_event = roman_restoration.0131 # Notification.
#		}
#	}
#}
#
## Other players notified.
#roman_restoration.0131 = {
#	type = character_event
#	title = roman_restoration.0130.t
#	desc = {
#		first_valid = {
#			# Muslim/Pagan Reaction
#			triggered_desc = {
#				trigger = {
#					root.faith.religion = scope:scoped_destroyer.faith.religion
#				}
#				desc = roman_restoration.0131.desc.faithful
#			}
#			# Christian Reaction
#			triggered_desc = {
#				trigger = {
#					root.faith.religion = faith:roman_catholic.religion
#				}
#				desc = roman_restoration.0131.desc.christians
#			}
#			# Fallback
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						root.faith.religion = faith:roman_catholic.religion
#						root.faith.religion = scope:scoped_destroyer.faith.religion
#					}
#				}
#				desc = roman_restoration.0131.desc.fallback
#			}
#		}
#	}
#	theme = faith
#	override_background = {
#		trigger = {	
#			scope:scoped_destroyer.faith = {
#				OR = {
#					religion = faith:hellenic_pagan.religion
#					has_doctrine_parameter = human_sacrifice_active
#				}
#			}
#		}
#		reference = burning_building
#	}
#	left_portrait = {
#		character = scope:scoped_destroyer
#		animation = schadenfreude
#	}
#	right_portrait = {
#		character = scope:scoped_pope
#		animation = fear
#	}
#
#	immediate = { play_music_cue = "mx_cue_combat_2" }
#
#	option = {
#		name = {
#			trigger = {
#				faith.religion = scope:scoped_destroyer.faith.religion
#			}
#			text = roman_restoration.0131.a.a
#		}
#		name = {
#			trigger = {
#				faith.religion = faith:catholic.religion
#			}
#			text = roman_restoration.0131.a.b
#		}
#		name = {
#			trigger = {
#				NOR = {
#					faith.religion = faith:roman_catholic.religion
#					faith.religion = scope:scoped_destroyer.faith.religion
#				}
#			}
#			text = roman_restoration.0131.a.c
#		}
#		if = {
#			limit = {
#				root.religion = religion:catholic_religion
#				NOT = { has_trait = cynical }
#			}
#			add_opinion = {
#				target = scope:scoped_destroyer
#				modifier = destroyed_papacy_opinion
#			}
#			stress_impact = {
#				base = minor_stress_impact_gain
#				zealous = minor_stress_impact_gain
#			}
#		}
#	}
#}
#
###################################################
## Unifying Italy as Italian.
###################################################
#scripted_effect add_innovation_if_missing_effect = {	
#	if = {
#		limit = {
#			NOT = {
#				has_innovation = $INNOVATION$
#			}
#		}
#		add_innovation = $INNOVATION$
#	}
#}
#
#
#roman_restoration.0140 = {
#	type = character_event
#	title = roman_restoration.0140.t
#	desc = roman_restoration.0140.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_greedy
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		save_scope_as = scoped_ruler
#		# De jure shifts.
#		hidden_effect = {
#			title:d_istria = { # Bite Croatia.
#				set_de_jure_liege_title = title:k_italy
#			}
#			title:d_slovenia = {
#				set_de_jure_liege_title = title:k_italy
#			}
#			title:d_tyrol = {
#				set_de_jure_liege_title = title:k_italy
#			}
#			title:d_carinthia = {
#				set_de_jure_liege_title = title:k_italy
#			}
#			title:k_sicily = { # Then shift all Kingdoms.
#				set_de_jure_liege_title = title:e_italy
#			}
#			title:k_italy = {
#				set_de_jure_liege_title = title:e_italy
#			}
#			title:k_venice = {
#				set_de_jure_liege_title = title:e_italy
#			}
#			title:k_croatia = {
#				set_de_jure_liege_title = title:e_italy
#			}
#			title:k_serbia = {
#				set_de_jure_liege_title = title:e_italy
#			}
#		}
#	}
#	option = {
#		name = roman_restoration.0140.a
#		add_prestige = major_prestige_gain
#
#		every_culture_global = {
#			limit = { has_cultural_pillar = heritage_latin }
#
#			add_innovation_if_missing_effect = { INNOVATION = innovation_men_at_arms }
#			add_innovation_if_missing_effect = { INNOVATION = innovation_pike_columns }
#			add_innovation_if_missing_effect = { INNOVATION = innovation_guilds }
#		}
#
#		# Send narrative fluff to other players (if any).
#		every_player = {
#			limit = {
#				this != root
#				capital_province = { geographical_region = world_europe_west }
#			}
#			trigger_event = roman_restoration.0141
#		}
#		hidden_effect = { # Latins chance to convert to French.
#			every_vassal = {
#				limit = {
#					capital_province = {
#						geographical_region = world_europe_south_italy
#					}
#					is_ai = yes
#				}
#				random = {
#					chance = 50
#					set_culture_same_as = root
#					capital_county = {
#						set_county_culture = root.culture
#					}
#				}
#			}
#		}
#		legend_seed_great_deed_region_effect = {
#			REGION = geographical_region:world_europe_south_italy
#		}
#	}
#}
#
#roman_restoration.0141 = {
#	type = character_event
#	title = roman_restoration.0140.t
#	desc = roman_restoration.0141.desc
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_ruler
#		animation = personality_greedy
#	}
#
#	immediate = { play_music_cue = "mx_cue_positive_effect" }
#
#	option = {
#		name = roman_restoration.0141.a
#		trigger = {
#			OR = {
#				has_title = title:e_hre
#				is_roman_emperor_trigger = yes
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.0141.b
#		trigger = {
#			NOR = {
#				has_title = title:e_hre
#				is_roman_emperor_trigger = yes
#			}
#		}
#	}
#}
#
###################################################
## Italian Roman Empire rises
###################################################
#
#roman_restoration.0150 = {
#	type = character_event
#	title = roman_restoration.0150.t
#	desc = {
#		desc = roman_restoration.0150.desc # Introduction.
#		first_valid = {
#			# Doing it as Christians.
#			triggered_desc = {
#				trigger = {
#					NOT = {
#						faith.religion = faith:hellenic_pagan.religion
#					}
#				}
#				desc = roman_restoration.0001.desc.christians
#			}
#			# Doing it as Hellenics
#			triggered_desc = {
#				trigger = {
#					faith.religion = faith:hellenic_pagan.religion
#				}
#				desc = roman_restoration.0001.desc.hellenics
#			}
#			desc = roman_restoration.0001.desc.fallback
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_bold
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		save_scope_as = scoped_emperor
#		create_roman_empire_italy_scripted_effect = yes
#	}
#
#	option = {
#		name = roman_restoration.0150.a
#		set_nickname_effect = { NICKNAME = nick_the_glorious }
#		# Send narrative fluff to other players (if any).
#		every_player = {
#			limit = {
#				this != root
#				is_within_diplo_range = { CHARACTER = root }
#			}
#			trigger_event = roman_restoration.0151
#		}
#	}
#}
#
## Players informed of (Italian) Roman Empire being reborn.
#roman_restoration.0151 = {
#	type = character_event
#	title = roman_restoration.0151.t
#	desc = {
#		first_valid = {
#			# Reaction of the Byzantines (if they are even still around)
#			triggered_desc = {
#				trigger = {
#					OR = {
#						has_title = title:e_byzantium
#						any_liege_or_above = {
#							has_title = title:e_byzantium
#						}
#					}
#				}
#				desc = roman_restoration.0151.desc.byzantines
#			}
#			# Everybody else.
#			triggered_desc = {
#				trigger = {
#					NOR = {
#						has_title = title:e_byzantium
#						any_liege_or_above = {
#							has_title = title:e_byzantium
#						}
#					}
#				}
#				desc = roman_restoration.0151.desc.others
#			}
#			first_valid = {
#				# Regular.
#				triggered_desc = {
#					trigger = {
#						NOT = {
#							scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#							faith.religion = faith:roman_catholic.religion
#						}
#					}
#					desc = roman_restoration.0002.desc.christians
#				}
#				# Christians freaking out.
#				triggered_desc = {
#					trigger = {
#						scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#						faith.religion = faith:roman_catholic.religion
#					}
#					desc = roman_restoration.0002.desc.hellenics
#				}
#			}
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:scoped_emperor
#		animation = personality_bold
#	}
#
#	option = { # Regular
#		name = roman_restoration.0002.a
#		trigger = {
#			NOT = {
#				scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#				faith.religion = faith:roman_catholic.religion
#			}
#			NOR = {
#				has_title = title:e_byzantium
#				has_title = title:e_hre
#			}
#		}
#	}
#	option = { # Regular vs Byzantium/HRE
#		name = roman_restoration.0002.b
#		trigger = {
#			NOT = {
#				scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#				faith.religion = faith:roman_catholic.religion
#			}
#			OR = {
#				has_title = title:e_byzantium
#				has_title = title:e_hre
#			}
#		}
#	}
#	option = { # Crazy Hellenics
#		name = roman_restoration.0002.c
#		trigger = {
#			scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#			faith.religion = faith:roman_catholic.religion
#			NOR = {
#				has_title = title:e_byzantium
#				has_title = title:e_hre
#			}
#		}
#	}
#	option = { # Crazy Hellenics vs Byzantium/HRE
#		name = roman_restoration.0002.d
#		trigger = {
#			scope:scoped_emperor = { faith.religion = faith:hellenic_pagan.religion }
#			faith.religion = faith:roman_catholic.religion
#			OR = {
#				has_title = title:e_byzantium
#				has_title = title:e_hre
#			}
#		}
#		stress_impact = {
#			zealous = minor_stress_impact_gain
#		}
#	}
#}
#
###################################################
## Byzantium/Roman Empire challenges HRE.
###################################################
#
#roman_restoration.0160 = {
#	type = character_event
#	title = roman_restoration.0160.t
#	desc = roman_restoration.0160.desc
#	theme = war
#	left_portrait = {
#		character = scope:byz_emperor
#		animation = anger
#	}
#	right_portrait = {
#		character = scope:hre_emperor
#		animation = disgust
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_combat_2"
#		save_scope_as = byz_emperor
#		title:e_hre.holder = {
#			save_scope_as = hre_emperor
#			trigger_event = roman_restoration.0161
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_emperor_challenging_hre
#			}
#		}
#	}
#	option = {
#		name = roman_restoration.0160.a
#		start_war = {
#			casus_belli = dismantle_holy_pretender_cb
#			target = title:e_hre.holder
#		}
#	}
#}
#
## HRE notified.
#roman_restoration.0161 = {
#	type = character_event
#	title = roman_restoration.0161.t
#	desc = roman_restoration.0161.desc
#	theme = war
#	left_portrait = {
#		character = scope:byz_emperor
#		animation = disgust
#	}
#	right_portrait = {
#		character = scope:hre_emperor
#		animation = anger
#	}
#
#	immediate = { play_music_cue = "mx_cue_combat_2" }
#
#	option = {
#		name = roman_restoration.0161.a
#	}
#}
#
## War is over:
## Byz is victorious. Byz notified.
#roman_restoration.0162 = {
#	type = character_event
#	title = roman_restoration.0162.t
#	desc = roman_restoration.0162.desc
#	theme = war
#	left_portrait = {
#		character = scope:byz_emperor
#		animation = schadenfreude
#	}
#	right_portrait = {
#		character = scope:hre_emperor
#		animation = grief
#	}
#
#	immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
#	option = {
#		name = roman_restoration.0162.a
#	}
#}
#
## Byz is victorious. HRE notified.
#roman_restoration.0163 = {
#	type = character_event
#	title = roman_restoration.0163.t
#	desc = roman_restoration.0163.desc
#	theme = war
#	left_portrait = {
#		character = scope:byz_emperor
#		animation = schadenfreude
#	}
#	right_portrait = {
#		character = scope:hre_emperor
#		animation = grief
#	}
#
#	immediate = { play_music_cue = "mx_cue_stress" }
#
#	option = {
#		name = roman_restoration.0163.a
#		stress_impact = {
#			base = minor_stress_impact_gain
#		}
#	}
#}
#
## Byz is defeated. Byz notified.
#roman_restoration.0164 = {
#	type = character_event
#	title = roman_restoration.0164.t
#	desc = roman_restoration.0164.desc
#	theme = war
#	left_portrait = {
#		character = scope:byz_emperor
#		animation = grief
#	}
#	right_portrait = {
#		character = scope:hre_emperor
#		animation = schadenfreude
#	}
#
#	immediate = { play_music_cue = "mx_cue_stress" }
#
#	option = {
#		name = roman_restoration.0164.a
#		stress_impact = {
#			base = medium_stress_impact_gain
#		}
#	}
#}
#
## Byz is defeated. HRE notified.
#roman_restoration.0165 = {
#	type = character_event
#	title = roman_restoration.0165.t
#	desc = roman_restoration.0165.desc
#	theme = war
#	left_portrait = {
#		character = scope:byz_emperor
#		animation = grief
#	}
#	right_portrait = {
#		character = scope:hre_emperor
#		animation = schadenfreude
#	}
#
#	immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
#	option = {
#		name = roman_restoration.0165.a
#	}
#}
#
###################################################
## Byzantium/Roman Empire challenges HRE.
###################################################
#
#roman_restoration.0170 = {
#	type = character_event
#	title = roman_restoration.0170.t
#	desc = roman_restoration.0170.desc
#	theme = war
#	left_portrait = {
#		character = scope:hre_emperor
#		animation = anger
#	}
#	right_portrait = {
#		character = scope:byz_emperor
#		animation = disgust
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_combat_2"
#		save_scope_as = hre_emperor
#		title:e_byzantium.holder = {
#			save_scope_as = byz_emperor
#			trigger_event = roman_restoration.0171
#		}
#		hidden_effect = {
#			add_character_flag = {
#				flag = flag_emperor_challenging_byz
#			}
#		}
#	}
#	option = {
#		name = roman_restoration.0170.a
#		start_war = {
#			casus_belli = dismantle_byz_pretender_cb
#			target = title:e_byzantium.holder
#		}
#	}
#}
#
## HRE notified.
#roman_restoration.0171 = {
#	type = character_event
#	title = roman_restoration.0171.t
#	desc = roman_restoration.0171.desc
#	theme = war
#	left_portrait = {
#		character = scope:hre_emperor
#		animation = disgust
#	}
#	right_portrait = {
#		character = scope:byz_emperor
#		animation = anger
#	}
#
#	immediate = { play_music_cue = "mx_cue_combat_2" }
#
#	option = {
#		name = roman_restoration.0171.a
#	}
#}
#
## War is over:
## HRE is victorious. HRE notified.
#roman_restoration.0172 = {
#	type = character_event
#	title = roman_restoration.0172.t
#	desc = roman_restoration.0172.desc
#	theme = war
#	left_portrait = {
#		character = scope:hre_emperor
#		animation = schadenfreude
#	}
#	right_portrait = {
#		character = scope:byz_emperor
#		animation = grief
#	}
#
#	immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
#	option = {
#		name = roman_restoration.0172.a
#	}
#}
#
## HRE is victorious. Byz notified.
#roman_restoration.0173 = {
#	type = character_event
#	title = roman_restoration.0173.t
#	desc = roman_restoration.0173.desc
#	theme = war
#	left_portrait = {
#		character = scope:hre_emperor
#		animation = schadenfreude
#	}
#	right_portrait = {
#		character = scope:byz_emperor
#		animation = grief
#	}
#
#	immediate = { play_music_cue = "mx_cue_stress" }
#
#	option = {
#		name = roman_restoration.0173.a
#		stress_impact = {
#			base = minor_stress_impact_gain
#		}
#	}
#}
#
## Byz is defeated. HRE notified.
#roman_restoration.0174 = {
#	type = character_event
#	title = roman_restoration.0174.t
#	desc = roman_restoration.0174.desc
#	theme = war
#	left_portrait = {
#		character = scope:hre_emperor
#		animation = grief
#	}
#	right_portrait = {
#		character = scope:byz_emperor
#		animation = schadenfreude
#	}
#
#	immediate = { play_music_cue = "mx_cue_stress" }
#
#	option = {
#		name = roman_restoration.0174.a
#		stress_impact = {
#			base = medium_stress_impact_gain
#		}
#	}
#}
#
## HRE is defeated. Byz notified.
#roman_restoration.0175 = {
#	type = character_event
#	title = roman_restoration.0175.t
#	desc = roman_restoration.0175.desc
#	theme = war
#	left_portrait = {
#		character = scope:hre_emperor
#		animation = grief
#	}
#	right_portrait = {
#		character = scope:byz_emperor
#		animation = schadenfreude
#	}
#
#	immediate = { play_music_cue = "mx_cue_epic_sacral_moment" }
#
#	option = {
#		name = roman_restoration.0175.a
#	}
#}
#
#############################
## Byz Emp reclaims Constantinople
## by Joe Parkin              
#############################
#
#roman_restoration.1200 = {
#	type = character_event
#	title = roman_restoration.1200.t
#	desc = roman_restoration.1200.desc
#	theme = realm
#	left_portrait = {
#		character = root
#		animation = personality_bold
#	}
#	override_background = { reference = ep3_constantinople }
#	override_effect_2d = legend_glow
#
#	cooldown = { years = 10 }
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_roman_emperor_trigger = yes
#		scope:county = {
#			# Constantinople only
#			this = title:c_byzantion
#			previous_holder = {
#				NOR = {
#					root.primary_title.previous_holder ?= this
#					root.top_liege.primary_title.previous_holder ?= this
#				}
#			}
#		}
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		add_prestige = major_prestige_gain
#		if = {
#			limit = {
#				culture = { has_cultural_parameter = holds_triumphs }
#			}
#			custom_tooltip = {
#				text = free_triumph_tooltip
#				add_character_flag = free_triumph_flag
#			}
#		}
#		if = {
#			limit = {
#				culture = { has_cultural_parameter = hosts_chariot_races }
#			}
#			custom_tooltip = {
#				text = half_price_chariot_race_tooltip
#				add_character_flag = half_price_chariot_race_flag
#			}
#		}
#	}
#
#	option = {
#		name = roman_restoration.1200.a
#		trigger = {
#			NOT = { capital_county = title:c_byzantion }
#		}
#		if = {
#			limit = { government_allows = administrative }
#			change_influence = medium_influence_gain
#		}
#		add_legitimacy = minor_legitimacy_gain
#		set_realm_capital = title:c_byzantion
#	}
#
#	option = {
#		name = {
#			text = roman_restoration.1200.b.rome
#			trigger = { 
#				is_roman_emperor_excluding_byzantium_trigger = yes
#			}
#		}
#		name = {
#			text = roman_restoration.1200.b
#			trigger = {
#				is_roman_emperor_excluding_byzantium_trigger = no
#			}
#		}
#	}
#}
#
##################################################
## Byz Emp reclaims Constantinople from you (you wretched boy!) by Isabella Welch
##################################################
#
#roman_restoration.1204 = {
#	type = letter_event
#	opening = roman_restoration.1204.t
#	sender = scope:byz_emp
#	desc = roman_restoration.1204.desc_vassal
#	
#	trigger = {
#
#	}
#
#	immediate = { 
#		title:e_byzantium.holder = {
#			save_scope_as = byz_emp
#		}	
#	}
#
#	option = { 
#		name = roman_restoration.1204.a
#		scope:byz_emp = {
#			add_opinion = {
#				modifier = grateful_opinion
# 				target = root
#				opinion = 30
#			}
#		} 
#	}
#
#	option = {
#		name = roman_restoration.1204.b
#		scope:byz_emp = {
#			add_opinion = {
#				modifier = angry_opinion
# 				target = root
#				opinion = -30
#			}
#		}
#	}
#}
## ^I have no idea if Isabeau chose this ID on purpose but it's bloody hilarious.
#
###################################################
## Byzantium is Booted out of Sicily
## by Ewan Cowhig Croft
## 1211 - 1220
###################################################
#
#scripted_trigger roman_restoration_1211_ai_choice_trigger = {
#	OR = {
#		culture = { has_cultural_pillar = heritage_arabic }
#		culture = { has_cultural_pillar = heritage_berber }
#		religion = religion:islam_religion
#		capital_county.title_province = { geographical_region = world_africa_north }
#	}
#}
#
#scripted_effect roman_restoration_1211_piss_off_big_e_effect = {
#	add_opinion = {
#		target = scope:taker
#		modifier = outraged_opinion
#		opinion = -80
#	}
#	if = {
#		limit = {
#			can_set_relation_potential_rival_trigger = { CHARACTER = scope:taker }
#		}
#		set_relation_potential_rival = scope:taker
#	}
#}
#
##	Scope:taker chooses where their allegiances lie.
#roman_restoration.1211 = {
#	type = character_event
#	title = roman_restoration.1211.t
#	desc = {
#		desc = roman_restoration.1211.desc.intro
#		first_valid = {
#			triggered_desc = {
#				trigger = { exists = scope:emperor }
#				desc = roman_restoration.1211.desc.body.emperor_exists
#			}
#			desc = roman_restoration.1211.desc.body.emperor_absent
#		}
#		desc = roman_restoration.1211.desc.outro
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:taker
#		animation = marshal
#	}
#	right_portrait = {
#		character = scope:emperor
#		animation = rage
#	}
#	immediate = {
#		add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value
#		# Try to grab the emperor.
#		title:e_byzantium.holder ?= {
#			save_scope_as = emperor
#			# And piss them off.
#			roman_restoration_1211_piss_off_big_e_effect = yes
#		}
#	}
#
#	# We belong with Italy, forever.
#	option = {
#		name = roman_restoration.1211.a
#
#		title:k_sicily = { set_de_jure_liege_title = title:e_italy }
#		save_scope_value_as = {
#			name = new_empire
#			value = flag:italia
#		}
#
#		# No stress here.
#		ai_chance = {
#			base = 0
#			# Anyone who isn't strongly affiliated to North Africa prefers Italy.
#			modifier = {
#				add = 1
#				roman_restoration_1211_ai_choice_trigger = no
#			}
#		}
#	}
#	
#	# Sicily's destiny lies, as it always has, across the sea.
#	option = {
#		name = roman_restoration.1211.b
#
#		title:k_sicily = { set_de_jure_liege_title = title:e_maghreb }
#		save_scope_value_as = {
#			name = new_empire
#			value = flag:maghreb
#		}
#
#		# No stress here.
#		ai_chance = {
#			base = 0
#			# Berbers, Arabs, Muslims, and folks with their capital in North Africa prefer the Maghreb.
#			modifier = {
#				add = 1
#				roman_restoration_1211_ai_choice_trigger = yes
#			}
#		}
#	}
#	
#	# Why, with _me_ of course!
#	option = {
#		name = roman_restoration.1211.c
#		trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes }
#		show_as_unavailable = { always = yes }
#
#		title:k_sicily = { set_de_jure_liege_title = root.primary_title }
#		save_scope_value_as = {
#			name = new_empire
#			value = flag:own
#		}
#
#		# No stress here.
#		# If the AI can take this, then they probably should.
#		ai_chance = { base = 1000 }
#	}
#
#	after = {
#		# If we've got one, inform the emperor.
#		scope:emperor = { trigger_event = roman_restoration.1212 }
#		# Then inform every player in Sicily.
#		every_player = {
#			limit = {
#				any_held_title = {
#					title_tier = county
#					title_province = { geographical_region = custom_sicily }
#				}
#			}
#			trigger_event = roman_restoration.1213
#		}
#	}
#}
#
##	Scope:emperor is informed.
#roman_restoration.1212 = {
#	type = character_event
#	title = roman_restoration.1212.t
#	desc = {
#		desc = roman_restoration.1212.desc.intro
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:new_empire = flag:italia }
#				desc = roman_restoration.1212.desc.new_empire.italia
#			}
#			triggered_desc = {
#				trigger = { scope:new_empire = flag:maghreb }
#				desc = roman_restoration.1212.desc.new_empire.maghreb
#			}
#			triggered_desc = {
#				trigger = { scope:new_empire = flag:own }
#				desc = roman_restoration.1212.desc.new_empire.own
#			}
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					any_county_in_region = {
#						region = custom_sicily
#						rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
#					}
#				}
#				desc = roman_restoration.1212.desc.outro.territory_left
#			}
#			desc = roman_restoration.1212.desc.outro.no_territory_left
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:emperor
#		animation = rage
#	}
#	right_portrait = {
#		character = scope:taker
#		animation = marshal
#	}
#
#	immediate = {
#		show_as_tooltip = { roman_restoration_1211_piss_off_big_e_effect = yes }
#		# Mark us as not needing a second notification if we've got any land left.
#		add_character_flag = {
#			flag = informed_about_sicily_flag
#			days = 7
#		}
#	}
#
#	# That presumptuous lout!
#	option = {
#		name = roman_restoration.1212.a
#
#		# No stress, no AI.
#	}
#}
#
##	Scope:emperor is informed.
#roman_restoration.1213 = {
#	type = character_event
#	title = roman_restoration.1213.t
#	desc = {
#		desc = roman_restoration.1213.desc.intro
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:new_empire = flag:italia }
#				desc = roman_restoration.1213.desc.new_empire.italia
#			}
#			triggered_desc = {
#				trigger = { scope:new_empire = flag:maghreb }
#				desc = roman_restoration.1213.desc.new_empire.maghreb
#			}
#			triggered_desc = {
#				trigger = { scope:new_empire = flag:own }
#				desc = roman_restoration.1213.desc.new_empire.own
#			}
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = { exists = scope:emperor }
#				desc = roman_restoration.1213.desc.body.emperor_exists
#			}
#			desc = roman_restoration.1213.desc.body.emperor_absent
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					any_county_in_region = {
#						region = custom_sicily
#						rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
#					}
#				}
#				desc = roman_restoration.1213.desc.outro.territory_left
#			}
#			desc = roman_restoration.1213.desc.outro.no_territory_left
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:taker
#		animation = marshal
#	}
#	right_portrait = {
#		character = scope:emperor
#		animation = rage
#	}
#
#	trigger = {
#		NOR = {
#			has_character_flag = informed_about_sicily_flag
#			this = scope:taker
#		}
#	}
#
#	# Good riddance!
#	option = {
#		name = roman_restoration.1213.a
#
#		# No stress, no AI.
#	}
#
#	# What dark times we live in...
#	option = {
#		name = roman_restoration.1213.b
#
#		# No stress, no AI.
#	}
#}
#