﻿
# War to install Bloc member -- Bloc Expansion
#japan_install_bloc_member_cb = {
#	icon = bloc
#	group = subjugation
#	combine_into_one = yes
#	should_show_war_goal_subview = yes
#	allow_hostages = no
#	ai_only_against_neighbors = yes
#
#	target_titles = all
#	target_title_tier = county
#	ignore_effect = change_title_holder
#
#	# scope:attacker
#	allowed_for_character = {
#		has_tgp_dlc_trigger = yes
#		is_landed = yes
#		highest_held_title_tier >= tier_county
#		tgp_soryo_or_bushido_trigger = yes # Soryo
#		exists = house.house_confederation # In a Bloc
#	}
#
#	# scope:defender
#	allowed_against_character = {
#		is_landed = yes
#		highest_held_title_tier >= tier_county
#		top_liege = scope:attacker.top_liege # Same realm
#		NOT = { this = scope:attacker.top_liege } # Not top liege
#		government_is_japanese_trigger = yes # Soryo or Ritsuryo
#		trigger_if = { # Not in same Bloc
#			limit = { exists = house.house_confederation }
#			house.house_confederation != scope:attacker.house.house_confederation
#		}
#	}
#
#	valid_to_start = {
#		scope:target ?= { is_landless_type_title = no }
#	}
#
#	mutually_exclusive_titles = { always = yes }
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	should_invalidate = {
#		OR = {
#			scope:attacker = { tgp_soryo_or_bushido_trigger = no }
#			scope:defender.house.house_confederation ?= scope:attacker.house.house_confederation # Same bloc already
#			NOT = { exists = scope:attacker.house.house_confederation } # Bloc destroyed
#		}
#	}
#
#	on_invalidated_desc = {
#		desc = japan_install_bloc_member_cb_ended_invalid.desc
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#		if = {
#			limit = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#			scope:attacker = {
#				# Message for attacker
#				send_interface_toast = {
#					type = event_war_bad
#					title = tgp_japan_soryo_war_is_crime_title
#					left_icon = scope:defender
#					right_icon = top_liege
#					top_liege = {
#						send_interface_toast = {
#							type = event_war_bad
#							title = tgp_japan_soryo_war_is_crime_kampaku_title
#							left_icon = scope:attacker
#							right_icon = scope:defender
#							add_opinion = {
#								target = scope:attacker
#								modifier = admin_soryo_conquest_crime
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	on_victory_desc = {
#		desc = {
#			desc = japan_install_bloc_member_cb_victory_desc
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	on_victory = {
#
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		scope:attacker.house.house_confederation = {
#			leading_house.house_head = {
#				if = {
#					limit = {
#						is_ai = yes
#						NOT = { this = scope:attacker}
#					}
#					add_opinion = {
#						target = scope:attacker
#						modifier = respect_opinion
#						opinion = 25
#					}
#				}
#			}
#		}
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		scope:attacker = {
#			add_prestige = {
#				value = scope:defender.tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:attacker = {
#			trigger_event = {
#				id = tgp_japan_general.8800
#				days = 1
#			}
#		}
#
#		# EP3 Laamp possibility warning
#		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
#
#		# 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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 = {
#		desc = {
#			desc = japan_install_bloc_member_cb_white_peace_desc
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = {
#			desc = japan_install_bloc_member_cb_defeat_desc
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	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
#		}
#
#		scope:attacker = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = tier_scaled_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:defender
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_INSTALL_BLOC_MEMBER_WAR_NAME"
#	war_name_base = "JAPAN_INSTALL_BLOC_MEMBER_WAR_NAME_BASE"
#	cb_name = "JAPAN_INSTALL_BLOC_MEMBER_CB_NAME"
#	interface_priority = 100
#
#	ticking_war_score_targets_entire_realm = no
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 100
#	defender_score_from_occupation_scale = 100
#	attacker_score_from_battles_scale = 100
#	defender_score_from_battles_scale = 100
#
#	max_attacker_score_from_battles = 100
#	max_defender_score_from_battles = 100
#
#	max_defender_score_from_occupation = 100
#	max_attacker_score_from_occupation = 100
#
#	max_ai_diplo_distance_to_title = 500
#
#	ai_score = {
#		value = japan_install_bloc_member_ai_score_value
#	}
#
#	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
#	}
#}
#
## War for landless feudal to take land
#japan_soryo_conquest_county_landless_cb = {
#	icon = soryo
#	group = conquest
#	combine_into_one = yes
#	should_show_war_goal_subview = yes
#	ai_only_against_neighbors = no
#	allow_hostages = no
#	target_titles = all
#	target_title_tier = county
#	target_de_jure_regions_above = yes
#	ignore_effect = change_title_holder
#
#	mutually_exclusive_titles = { always = yes }
#
#	# scope:attacker
#	allowed_for_character = {
#		has_tgp_dlc_trigger = yes
#		is_landed = no
#		government_is_japanese_trigger = yes
#		tgp_soryo_or_bushido_trigger = yes
#	}
#
#	# scope:defender
#	allowed_against_character = {
#		is_landed = yes
#		highest_held_title_tier >= tier_county
#		government_is_japanese_trigger = yes
#		top_liege = {
#			# Must be part of same realm
#			this = scope:attacker.top_liege
#			# But defender must not be liege
#			NOT = { this = scope:attacker }
#		}
#	}
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	valid_to_start = {
#		scope:target = {
#			is_landless_type_title = no
#			# Also make sure you can't war for, like, the Papal States
#			trigger_if = {
#				limit = { holder.faith ?= root.faith }
#				NOT = {
#					holder ?= { is_theocratic_lessee = yes }
#				}
#			}
#		}
#	}
#
#	should_invalidate = {
#		ep3_adventurer_landless_should_invalidate_trigger = yes
#	}
#
#	on_invalidated_desc = {
#		desc = japan_soryo_conquest_cb_ended_invalid.desc
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#		if = {
#			limit = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#			scope:attacker = {
#				# Message for attacker
#				send_interface_toast = {
#					type = event_war_bad
#					title = tgp_japan_soryo_war_is_crime_title
#					left_icon = scope:defender
#					right_icon = top_liege
#					top_liege = {
#						send_interface_toast = {
#							type = event_war_bad
#							title = tgp_japan_soryo_war_is_crime_kampaku_title
#							left_icon = scope:attacker
#							right_icon = scope:defender
#							add_opinion = {
#								target = scope:attacker
#								modifier = admin_soryo_conquest_crime
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	on_victory_desc = {
#		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
#			}
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		scope:attacker = {
#			add_prestige = {
#				value = scope:defender.tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		create_title_and_vassal_change = {
#			type = conquest
#			save_scope_as = change
#			add_claim_on_loss = yes
#		}
#
#		# EP3 Laamp possibility warning
#		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
#
#		#As this is just a county conquest, simply 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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 = {
#		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
#			}
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { scope:attacker = { is_local_player = yes } }
#					desc = county_conquest_cb_defeat_desc_attacker
#				}
#				desc = county_conquest_cb_defeat_desc
#			}
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	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
#		}
#
#		scope:attacker = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = tier_scaled_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:defender
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#
#	interface_priority = 79
#
#	use_de_jure_wargoal_only = yes
#
#	attacker_wargoal_percentage = 0.8
#
#	max_attacker_score_from_battles = 75
#
#	max_defender_score_from_occupation = 150
#	max_attacker_score_from_occupation = 150
#
#	war_name = "JAPAN_SORYO_CONQUEST_LANDLESS_WAR_NAME"
#	war_name_base = "JAPAN_SORYO_CONQUEST_LANDLESS_WAR_NAME_BASE"
#	cb_name = "JAPAN_SORYO_CONQUEST_LANDLESS_COUNTY_CB_NAME"
#
#	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
#		if = {
#			limit = {
#				current_military_strength < 400
#			}
#			multiply = 0
#		}
#	}
#}
#
## War for feudal to take land
#japan_soryo_conquest_county_cb = {
#	icon = soryo
#	group = conquest
#	combine_into_one = yes
#	ai_only_against_neighbors = yes
#	allow_hostages = yes
#	should_show_war_goal_subview = yes
#
#	target_titles = neighbor_land_or_water
#	target_title_tier = county
#	ignore_effect = change_title_holder
#
#	mutually_exclusive_titles = { always = yes }
#
#	# scope:attacker
#	allowed_for_character = {
#		has_tgp_dlc_trigger = yes
#		is_landed = yes
#		# Attacker must be Japanese Feudal, or have the Bushido tradition
#		tgp_soryo_or_bushido_trigger = yes
#	}
#
#	# scope:defender
#	allowed_against_character = {
#		top_liege ?= {
#			# Must be part of same realm
#			this = scope:attacker.top_liege
#			# But defender must not be liege
#			NOT = { this = scope:attacker }
#		}
#	}
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	should_invalidate = {
#		OR = {
#			NOT = {
#				scope:attacker = { tgp_soryo_or_bushido_trigger = yes }
#			}
#			scope:defender = {
#				top_liege != scope:attacker.top_liege
#			}
#		}
#	}
#
#	on_invalidated_desc = {
#		desc = japan_soryo_conquest_cb_ended_invalid.desc
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#		if = {
#			limit = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#			scope:attacker = {
#				# Message for attacker
#				send_interface_toast = {
#					type = event_war_bad
#					title = tgp_japan_soryo_war_is_crime_title
#					left_icon = scope:defender
#					right_icon = top_liege
#					top_liege = {
#						send_interface_toast = {
#							type = event_war_bad
#							title = tgp_japan_soryo_war_is_crime_kampaku_title
#							left_icon = scope:attacker
#							right_icon = scope:defender
#							add_opinion = {
#								target = scope:attacker
#								modifier = admin_soryo_conquest_crime
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	on_victory_desc = {
#		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
#			}
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		scope:attacker = {
#			add_prestige = {
#				value = scope:defender.tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		create_title_and_vassal_change = {
#			type = conquest
#			save_scope_as = change
#			add_claim_on_loss = yes
#		}
#
#		# EP3 Laamp possibility warning
#		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
#
#		#As this is just a county conquest, simply 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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 = {
#		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
#			}
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { scope:attacker = { is_local_player = yes } }
#					desc = county_conquest_cb_defeat_desc_attacker
#				}
#				desc = county_conquest_cb_defeat_desc
#			}
#			triggered_desc = {
#				trigger = { tgp_japan_internal_soryo_war_is_crime_trigger = yes }
#				desc = japan_soryo_conquest_cb_admin_warning
#			}
#		}
#	}
#
#	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
#		}
#
#		scope:attacker = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = tier_scaled_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:defender
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_SORYO_CONQUEST_WAR_NAME"
#	war_name_base = "JAPAN_SORYO_CONQUEST_WAR_NAME_BASE"
#	cb_name = "JAPAN_SORYO_CONQUEST_COUNTY_CB_NAME"
#	interface_priority = 80
#
#	ticking_war_score_targets_entire_realm = yes
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 50
#	defender_score_from_occupation_scale = 50
#	attacker_score_from_battles_scale = 250
#	defender_score_from_battles_scale = 250
#
#	max_attacker_score_from_battles = 200
#	max_defender_score_from_battles = 200
#
#	max_defender_score_from_occupation = 50
#	max_attacker_score_from_occupation = 50
#
#	max_ai_diplo_distance_to_title = 500
#
#	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
#	}
#}
#
## War to enforce return to Administrative
#japan_demand_administrative_cb = {
#	icon = ritsuryo
#	group = subjugation
#	allow_hostages = no
#	ai_only_against_neighbors = yes
#	should_show_war_goal_subview = yes
#
#	# scope:attacker
#	allowed_for_character = {
#		government_has_flag = government_is_japan_administrative
#		top_liege = { government_has_flag = government_is_japan_administrative } # Cannot enforce admin in a Soryo realm
#		tgp_is_ceremonial_liege_trigger = no
#	}
#
#	# scope:defender
#	allowed_against_character = {
#		is_landed = yes
#		government_has_flag = government_is_japan_feudal
#		top_liege = scope:attacker.top_liege
#		NOT = { is_liege_or_above_of = scope:attacker }
#	}
#
#	# root = scope:attacker, scope:defender, scope:target
#	valid_to_start = {
#	}
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	should_invalidate = {
#		OR = {
#			NOT = {
#				scope:attacker = {
#					government_has_flag = government_is_japan_administrative
#					tgp_is_ceremonial_liege_trigger = no
#				}
#			}
#			NOT = {
#				scope:defender = {
#					government_has_flag = government_is_japan_feudal
#					top_liege = scope:attacker.top_liege
#					NOT = { is_liege_or_above_of = scope:attacker }
#				}
#			}
#			scope:defender = { is_landed = no }
#		}
#	}
#
#	on_invalidated_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					NOT = {
#						scope:attacker = {
#							government_has_flag = government_is_japan_administrative
#							tgp_is_ceremonial_liege_trigger = no
#						}
#					}
#				}
#				desc = japan_demand_administrative_cb_ended_invalid.desc.attacker
#			}
#			desc = japan_demand_administrative_cb_ended_invalid.desc
#		}
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#	}
#
#	on_victory_desc = {
#		desc = {
#			desc = japan_demand_administrative_cb_victory_desc
#			triggered_desc = {
#				trigger = {
#					scope:attacker = { is_independent_ruler = no }
#				}
#				desc = japan_demand_administrative_cb_victory_vassal_desc
#			}
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		# Appreciation for re-integration
#		scope:attacker = {
#			if = {
#				limit = { is_independent_ruler = no }
#				reverse_add_opinion = {
#					target = scope:attacker.top_liege
#					modifier = enforced_administrative_opinion
#				}
#			}
#		}
#
#		create_title_and_vassal_change = {
#			type = conquest
#			save_scope_as = change
#			add_claim_on_loss = yes
#		}
#
#		# EP3 Laamp possibility warning
#		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
#
#		scope:defender = {
#			every_held_title = {
#				limit = {
#					is_landless_type_title = no
#					is_noble_family_title = no
#					tier >= tier_county
#				}
#				# Return land to top liege
#				change_title_holder = {
#					holder = scope:attacker.top_liege
#					change = scope:change
#				}
#			}
#		}
#
#		# Influence/Fame reward
#		scope:attacker = {
#			if = {
#				limit = { is_independent_ruler = no }
#				if = {
#					limit = { government_has_flag = government_has_influence }
#					change_influence = japan_demand_administrative_war_influence_value
#				}
#				else = { add_prestige_experience = japan_demand_administrative_war_prestige_value }
#			}
#		}
#
#		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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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 = {
#		desc = japan_demand_administrative_cb_white_peace_desc
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:attacker = scope:defender.top_liege }
#				desc = japan_demand_administrative_cb_defeat_desc_independence
#			}
#			desc = japan_demand_administrative_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
#		}
#
#		# If Regent themselves failed to assert authority
#		if = {
#			limit = { scope:attacker = scope:defender.top_liege }
#			scope:attacker = {
#				add_prestige = major_prestige_loss
#				switch = {
#					trigger = has_realm_law
#					japanese_bureaucracy_3 = { add_realm_law = japanese_bureaucracy_2 }
#					japanese_bureaucracy_2 = { add_realm_law = japanese_bureaucracy_1 }
#					japanese_bureaucracy_1 = { add_realm_law = japanese_bureaucracy_0 }
#					fallback = { force_step_down_landed_titles = yes }
#				}
#			}
#		}
#
#		# 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_DEMAND_ADMINISTRATIVE_WAR_NAME"
#	war_name_base = "JAPAN_DEMAND_ADMINISTRATIVE_WAR_NAME_BASE"
#	cb_name = "JAPAN_DEMAND_ADMINISTRATIVE_CB_NAME"
#	interface_priority = 80
#
#	ticking_war_score_targets_entire_realm = yes
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 50
#	defender_score_from_occupation_scale = 50
#	attacker_score_from_battles_scale = 250
#	defender_score_from_battles_scale = 250
#
#	max_attacker_score_from_battles = 200
#	max_defender_score_from_battles = 200
#
#	max_defender_score_from_occupation = 50
#	max_attacker_score_from_occupation = 50
#
#	max_ai_diplo_distance_to_title = 500
#
#	ai_score = {
#		value = japan_demand_administrative_ai_score_value
#	}
#
#	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
#	}
#}
#
## War to conquer Japan
#japan_imperial_expansion_cb = {
#	icon = ritsuryo_government
#	group = conquest
#	combine_into_one = yes
#	ai_only_against_neighbors = yes
#	allow_hostages = no
#	should_show_war_goal_subview = yes
#
#	target_titles = all
#	target_title_tier = county
#	ignore_effect = change_title_holder
#
#	mutually_exclusive_titles = { always = yes }
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	# root = scope:attacker
#	allowed_for_character = {
#		japan_imperial_expansion_cb_allowed_for_character_trigger = yes
#	}
#
#	# root = scope:attacker
#	allowed_for_character_display_regardless = {
#		# Required Policy
#		top_liege = { has_realm_law = imperial_expansion_law }
#	}
#
#	# root = scope:defender, scope:attacker
#	allowed_against_character = {
#		japan_imperial_expansion_cb_allowed_against_character_trigger = yes
#	}
#
#	# root = scope:defender, scope:attacker
#	allowed_against_character_display_regardless = {
#		# Must be neighbours, but we want to show casus belli in list regardless
#		custom_tooltip = {
#			text = japan_imperial_expansion_cb_neighbour_tt
#			any_sub_realm_county = {
#				any_title_to_title_neighboring_and_across_water_county = { holder.top_liege = scope:attacker.top_liege }
#			}
#		}
#	}
#
#	# root = scope:attacker, scope:defender, scope:target
#	valid_to_start_display_regardless = {
#		custom_tooltip = {
#			text = tgp_japan_pacification_war_valid_empire_tt
#			NOT = { scope:target.empire ?= title:e_japan }
#		}
#		custom_tooltip = {
#			text = tgp_japan_pacification_war_valid_region_tt
#			scope:target.title_province ?= {
#				OR = {
#					geographical_region = world_asia_japan
#					geographical_region = world_asia_sakhalin_hokkaido
#				}
#			}
#		}
#	}
#
#	valid_to_start = {
#		scope:target = {
#			is_landless_type_title = no
#		}
#	}
#
#	should_invalidate = {
#		OR = {
#			scope:attacker = { japan_imperial_expansion_cb_allowed_for_character_trigger = no }
#			scope:defender = { japan_imperial_expansion_cb_allowed_against_character_trigger = no }
#		}
#	}
#
#	on_invalidated_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:attacker = { japan_imperial_expansion_cb_allowed_for_character_trigger = no }
#				}
#				desc = japan_imperial_expansion_cb_ended_invalid.desc.attacker
#			}
#			desc = japan_imperial_expansion_cb_ended_invalid.desc
#		}
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#	}
#
#	on_victory_desc = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = {
#						scope:attacker = {
#							is_local_player = yes
#							is_independent_ruler = yes
#						}
#					}
#					desc = japan_imperial_expansion_cb_victory_desc_attacker
#				}
#				desc = japan_imperial_expansion_cb_victory_desc
#			}
#			triggered_desc = {
#				trigger = {
#					scope:attacker = { is_independent_ruler = no }
#				}
#				desc = japan_demand_administrative_cb_victory_vassal_desc
#			}
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from 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
#		}
#
#		# EP3 Laamp possibility warning
#		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
#
#		#As this is just a county conquest, simply grab the designated county.
#		every_in_list = {
#			list = target_titles
#			change_title_holder = {
#				holder = scope:attacker.top_liege # For the top liege
#				change = scope:change
#			}
#		}
#
#		resolve_title_and_vassal_change = scope:change
#
#		# Appreciation for the Attacker, if relevant
#		scope:attacker = {
#			if = {
#				limit = { is_independent_ruler = no }
#				reverse_add_opinion = {
#					target = scope:attacker.top_liege
#					modifier = enforced_pacification_opinion
#				}
#			}
#		}
#
#		# Influence/Prestige Progress for the Attacker
#		scope:attacker = {
#			if = {
#				limit = { is_independent_ruler = no }
#				if = {
#					limit = { government_has_flag = government_has_influence }
#					change_influence = japan_imperial_expansion_war_influence_value
#				}
#				else = { add_prestige_experience = japan_imperial_expansion_war_prestige_value }
#			}
#			else = {
#				# 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
#			}
#		}
#
#		# 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 = {
#		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 = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { scope:attacker = { is_local_player = 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_IMPERIAL_EXPANSION_WAR_NAME"
#	war_name_base = "JAPAN_IMPERIAL_EXPANSION_WAR_NAME_BASE"
#	cb_name = "JAPAN_IMPERIAL_EXPANSION_CB_NAME"
#	interface_priority = 80
#
#	ticking_war_score_targets_entire_realm = yes
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 50
#	defender_score_from_occupation_scale = 50
#	attacker_score_from_battles_scale = 250
#	defender_score_from_battles_scale = 250
#
#	max_attacker_score_from_battles = 200
#	max_defender_score_from_battles = 200
#
#	max_defender_score_from_occupation = 50
#	max_attacker_score_from_occupation = 50
#
#	max_ai_diplo_distance_to_title = 500
#
#	ai_score = {
#		value = japan_imperial_expansion_ai_score_value
#	}
#
#	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
#	}
#}
#
## War to reconquer Japan
#japan_imperial_reconquest_cb = {
#	icon = ritsuryo_government
#	group = de_jure
#
#	war_name = "JAPAN_IMPERIAL_RECONQUEST_WAR_NAME"
#	war_name_base = "JAPAN_IMPERIAL_RECONQUEST_WAR_NAME_BASE"
#	cb_name = "JAPAN_IMPERIAL_RECONQUEST_CB_NAME"
#	interface_priority = 80
#
#	combine_into_one = yes
#	should_show_war_goal_subview = yes
#   	mutually_exclusive_titles = { always = yes }
#
#	cost = {
#		prestige = {
#			scope:defender = {
#				every_sub_realm_county = {
#					limit = { empire = title:e_japan }
#					add = {
#						value = 50
#						desc = japan_imperial_reconquest_cb_cost_tt
#					}
#				}
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	allow_hostages = no
#
#	target_titles = all
#	target_title_tier = all
#	target_de_jure_regions_above = yes
#	ignore_effect = change_title_holder
#	ai_only_against_neighbors = yes
#
#	# root = scope:attacker
#	allowed_for_character = {
#		japan_imperial_reconquest_cb_allowed_for_character_trigger = yes
#	}
#
#	# root = scope:attacker
#	allowed_for_character_display_regardless = {
#		top_liege = { has_realm_law = defense_mobilization_law }
#	}
#
#	# root = scope:defender, scope:attacker
#	allowed_against_character = {
#		japan_imperial_reconquest_cb_allowed_against_character_trigger = yes
#	}
#
#	valid_to_start = {
#		scope:target = {
#			tier = tier_duchy
#			empire = title:e_japan
#		}
#	}
#
#	# root = scope:attacker, scope:defender, scope:target
#	valid_to_start_display_regardless = {
#		custom_tooltip = {
#			text = tgp_japan_reconquest_war_valid_de_jure_tt
#			scope:target.empire ?= title:e_japan
#		}
#	}
#
#	should_invalidate = {
#		OR = {
#			scope:attacker = { japan_imperial_reconquest_cb_allowed_for_character_trigger = no }
#			scope:defender = { japan_imperial_reconquest_cb_allowed_against_character_trigger = no }
#		}
#	}
#
#	on_invalidated_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:attacker = { japan_imperial_reconquest_cb_allowed_for_character_trigger = no }
#				}
#				desc = japan_imperial_reconquest_cb_ended_invalid.desc.attacker
#			}
#			desc = japan_imperial_reconquest_cb_ended_invalid.desc
#		}
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#	}
#
#	on_victory_desc = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { scope:attacker = { is_local_player = yes } }
#					desc = de_jure_cb_victory_desc_attacker
#				}
#				desc = japan_imperial_reconquest_cb_victory_desc
#			}
#			triggered_desc = {
#				trigger = {
#					scope:attacker = { is_independent_ruler = no }
#				}
#				desc = japan_demand_administrative_cb_victory_vassal_desc
#			}
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		# Influence/Prestige Progress reward for Attacker
#		scope:attacker = {
#			if = {
#				limit = { is_independent_ruler = no }
#				if = {
#					limit = { government_has_flag = government_has_influence }
#					change_influence = japan_imperial_reconquest_war_influence_value
#				}
#				else = { add_prestige_experience = japan_imperial_reconquest_war_prestige_value }
#			}
#		}
#
#		# EP3 Laamp possibility warning
#		scope:defender = { ep3_war_loss_adventurer_tt_effect = yes }
#
#		create_title_and_vassal_change = {
#			type = conquest
#			save_scope_as = change
#			add_claim_on_loss = yes
#		}
#
#		every_in_list = {
#			list = target_titles
#			save_temporary_scope_as = target
#		}
#
#		setup_de_jure_cb = {
#			attacker = scope:attacker
#			defender = scope:defender
#			change = scope:change
#			title = scope:target
#		}
#		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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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 = {
#		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 }
#
#		#EP2 accolade glory gain for doing ok against higher ranked enemy
#		scope:defender = { accolade_defender_war_end_glory_gain_low_effect = yes }
#
#		setup_de_jure_cb = {
#			attacker = scope:attacker
#			defender = scope:defender
#			victory = no
#			title = scope:target
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { scope:attacker = { is_local_player = 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
#		}
#
#		scope:attacker = {
#			pay_short_term_gold_reparations_effect = {
#				GOLD_VALUE = 10
#			}
#		}
#
#		setup_de_jure_cb = {
#			attacker = scope:attacker
#			defender = scope:defender
#			victory = no
#			title = scope:target
#		}
#
#		# Truce
#		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
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	attacker_wargoal_percentage = 0.8
#
#	max_defender_score_from_occupation = 150
#	max_attacker_score_from_occupation = 150
#
#	max_ai_diplo_distance_to_title = 500
#
#	ai_score = {
#		value = japan_imperial_reconquest_ai_score_value
#	}
#
#	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
#	}
#}
#
## War to reimpose Ritsuryo
#japan_refused_ritsuryo_cb = {
#	icon = dissolution_war
#	group = civil_war
#	ai_only_against_liege = yes
#	allow_hostages = no
#	allowed_for_character = {
#		scope:attacker = {
#			liege = scope:defender
#			NOT = { government_has_flag = government_is_japan_administrative }
#		}
#	}
#
#	allowed_against_character = {
#		scope:attacker = {
#			liege = scope:defender
#		}
#	}
#
#	target_de_jure_regions_above = yes
#
#	valid_to_start = {
#	}
#
#	should_invalidate = {
#		OR = {
#			scope:attacker = {
#				NOT = {
#					any_liege_or_above = { this = scope:defender }
#				}
#			}
#			scope:defender = { is_landed = no }
#		}
#	}
#
#	on_declaration = {
#		# save the initial target and their tier for conditioning the depose effect
#		if = {
#			limit = { NOT = { exists = scope:attacker.var:initial_target } }
#			scope:attacker = {
#				set_variable = {
#					name = initial_target
#					value = scope:defender
#				}
#				set_variable = {
#					name = target_tier
#					value = scope:defender.primary_title.tier
#				}
#			}
#		}
#	}
#
#	on_victory_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:defender = { is_local_player = yes }
#					OR = {
#						NOT = { exists = scope:attacker.var:initial_target }
#						scope:defender = scope:attacker.var:initial_target
#						scope:defender.primary_title.tier <= scope:attacker.var:target_tier
#					}
#				}
#				desc = japan_refused_ritsuryo_cb_victory_desc_defender
#			}
#			triggered_desc = {
#				trigger = {
#					OR = {
#						NOT = { exists = scope:attacker.var:initial_target }
#						scope:defender = scope:attacker.var:initial_target
#						scope:defender.primary_title.tier <= scope:attacker.var:target_tier
#					}
#				}
#				desc = japan_refused_ritsuryo_cb_victory_desc
#			}
#		}
#	}
#
#	on_victory = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_med_effect = yes }
#
#		scope:defender = {
#
#			# If we win the rebellion, our liege loses any legal right to imprison us/banish us/revoke our titles.
#			consume_all_criminal_reasons_effect = {
#				LIEGE = scope:defender
#				CRIMINAL = scope:attacker
#			}
#
#			add_prestige = -500
#
#			# JAPAN - liege is replaced by the attacker
#			create_title_and_vassal_change = {
#				type = conquest
#				save_scope_as = title_change
#			}
#			title:c_yamashiro ?= {
#				if = {
#					limit = { holder = scope:defender }
#					change_title_holder_include_vassals = {
#						holder = scope:attacker
#						change = scope:title_change
#					}
#				}
#			}
#			scope:defender = {
#				every_held_title = {
#					limit = { tier >= tier_empire }
#					change_title_holder_include_vassals = {
#						holder = scope:attacker
#						change = scope:title_change
#					}
#				}
#			}
#			resolve_title_and_vassal_change = scope:title_change
#		}
#
#		# LEGITIMACY FROM LOSING FACTION WAR
#		faction_war_end_defeat_legitimacy_effect = yes
#
#		hidden_effect = {
#			scope:attacker = {
#				add_truce_both_ways = {
#					character = scope:defender
#					days = 1825
#					war = root.war
#					result = victory
#				}
#			}
#		}
#
#		#Mandalas gain or lose piety/devotion depending on Decree
#		mandala_war_victory_effects = yes
#	}
#
#	on_white_peace_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:defender = { is_local_player = yes } }
#				desc = japan_refused_ritsuryo_cb_white_peace_desc_defender
#			}
#			desc = japan_refused_ritsuryo_cb_white_peace_desc
#		}
#
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
# 				ambitious = medium_stress_impact_gain
# 				arrogant = medium_stress_impact_gain
# 			}
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
# 				arrogant = medium_stress_impact_gain
# 			}
#		}
#		hidden_effect = {
#			scope:attacker = {
#				add_truce_both_ways = {
#					character = scope:defender
#					days = 1825
#					war = root.war
#					result = white_peace
#				}
#			}
#		}
#		on_white_peace_request_revolt_war = yes
#	}
#
#	on_defeat_desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:defender = { is_local_player = yes } }
#				desc = japan_refused_ritsuryo_cb_defeat_desc_defender
#			}
#			desc = japan_refused_ritsuryo_cb_defeat_desc
#		}
#
#	}
#
#	on_defeat = {
#		scope:attacker = { show_pow_release_message_effect = yes }
#		scope:defender = {
#			add_character_flag = {
#				flag = recent_liberty_faction_war
#				years = 10
#			}
#			add_dread = medium_dread_gain
#
#			# LEGITIMACY FROM WINNING FACTION WAR
#			faction_war_end_victory_legitimacy_effect = yes
#		}
#
#		# For revoking titles of character's imprisoned abroad who have lost a revocation war
#		hidden_effect = {
#			if = {
#				limit = {
#					scope:attacker = {
#						is_imprisoned = yes
#						NOT = { is_imprisoned_by = scope:defender }
#					}
#				}
#				scope:defender = {
#					add_opinion = {
#						target = scope:attacker
#						modifier = foreign_prison_revocation_opinion
#					}
#				}
#			}
#		}
#
#		on_lost_request_revolt_war = yes
#
#		#Mandalas gain or lose piety/devotion depending on Decree
#		mandala_war_defeat_effects = yes
#	}
#
#	on_invalidated_desc = msg_invalidate_war_title
#
#	check_attacker_inheritance_validity = no
#
#	on_primary_attacker_death = invalidate
#	on_primary_defender_death = inherit
#
#	transfer_behavior = transfer
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_REFUSED_RITSURYO_WAR_NAME"
#
#	interface_priority = 80
#
#	use_de_jure_wargoal_only = yes
#
#	attacker_wargoal_percentage = 0.8
#
#	max_attacker_score_from_battles = 100
#	max_defender_score_from_battles = 50
#
#	max_defender_score_from_occupation = 150
#	max_attacker_score_from_occupation = 150
#
#	max_ai_diplo_distance_to_title = 500
#}
#
## Eradicate Rival House
#eradicate_house_cb = {
#	icon = execute
#	group = subjugation
#	combine_into_one = yes
#	ai_only_against_neighbors = yes
#	allow_hostages = no
#	should_show_war_goal_subview = no
#
#	# scope:attacker
#	allowed_for_character = {
#		#Display so once a player has bad house relations they can be tempted to make them worse to validate cb
#		trigger_if = {
#			limit = {
#				is_ai = yes
#			}
#			house ?= {
#				any_house_relation = {
#					has_house_relation_level = feud
#				}
#			}
#		}
#		trigger_else = {
#			house ?= {
#				any_house_relation = {
#					OR = {
#						has_house_relation_level = quarrel
#						has_house_relation_level = rivalry
#						has_house_relation_level = feud
#					}
#				}
#			}
#		}
#	}
#
#	# scope:defender
#	allowed_against_character = {
#		is_landed = yes
#		#Can't be the attacker's top liege
#		NOR = {
#			is_vassal_or_below_of = scope:attacker
#			is_liege_or_above_of = scope:attacker
#		}
#	}
#
#	valid_to_start = {
#		#We need the worst house relations
#		tgp_has_house_relation_level_trigger = {
#			HOUSE_1_MEMBER = scope:attacker
#			HOUSE_2_MEMBER = scope:defender
#			LEVEL = feud
#		}
#	}
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	should_invalidate = {
#		#cancel if they become friendly
#		OR = {
#			NOT = {
#				tgp_has_house_relation_level_trigger = {
#					HOUSE_1_MEMBER = scope:attacker
#					HOUSE_2_MEMBER = scope:defender
#					LEVEL = feud
#				}
#			}
#			scope:defender = { is_landed = no }
#		}
#	}
#
#	on_invalidated_desc = {
#		desc = eradicate_house_cb_ended_invalid.desc
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#	}
#
#	on_victory_desc = {
#		desc = eradicate_house_cb_victory_desc
#	}
#
#	on_victory = {
#		scope:attacker = {
#			if = {
#				limit = {
#					is_ai = no
#				}
#				add_achievement_global_variable_effect = {
#					VARIABLE = finished_ep4_07_cut_off_the_head_and_the_body_will_follow_achievement
#					VALUE = yes
#				}
#			}
#		}
#
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		scope:attacker = {
#			add_prestige = {
#				value = scope:defender.tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#		#Show land transfer
#		show_as_tooltip = {
#			#loser/winner scopes are only being set here to correctly display the effects of tgp_japan_soryo_eradicate_cb_transfer_effect in the tooltip!
#			scope:defender = {
#				save_scope_as = loser
#			}
#			scope:attacker = {
#				save_scope_as = winner
#			}
#			tgp_japan_soryo_eradicate_cb_transfer_effect = yes
#		}
#		#show death
#		show_as_tooltip = {
#			scope:defender = {
#				death = {
#					death_reason = death_eradicated
#					killer = scope:attacker
#				}
#			}
#			scope:defender = {
#				every_courtier = {
#					custom = every_close_family_house_member_in_court_cb_win_desc
#					limit = {
#						house = scope:defender.house
#						NOT = {
#							scope:defender.primary_heir ?= this
#						}
#					}
#					death = {
#						death_reason = death_eradicated
#						killer = scope:attacker
#					}
#				}
#			}
#		}
#
#		# 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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
#
#		#Eradicate House follow up event
#		scope:defender = {
#			trigger_event = tgp_japan_general.9550
#		}
#	}
#
#	on_white_peace_desc = {
#		desc = eradicate_house_cb_white_peace_desc
#	}
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = eradicate_house_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
#		}
#
#		scope:attacker = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#		scope:defender = {
#			add_prestige = {
#				value = tier_scaled_prestige_value
#			}
#		}
#		#Show land transfer
#		show_as_tooltip = {
#			#loser/winner scopes are only being set here to correctly display the effects of tgp_japan_soryo_eradicate_cb_transfer_effect in the tooltip!
#			scope:defender = {
#				save_scope_as = winner
#			}
#			scope:attacker = {
#				save_scope_as = loser
#			}
#			tgp_japan_soryo_eradicate_cb_transfer_effect = yes
#		}
#		#Show killing
#		show_as_tooltip = {
#
#			scope:attacker = {
#				death = {
#					death_reason = death_eradicated
#					killer = scope:defender
#				}
#			}
#			scope:attacker = {
#				every_courtier = {
#					custom = every_close_family_house_member_in_court_cb_lose_desc
#					limit = {
#						house = scope:attacker.house
#						NOT = {
#							this = scope:attacker.primary_heir
#						}
#					}
#					death = {
#						death_reason = death_eradicated
#						killer = scope:defender
#					}
#				}
#			}
#		}
#		# 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#		#Eradicate House follow up event
#		scope:attacker = {
#			trigger_event = tgp_japan_general.9550
#		}
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "ERADICATE_HOUSE_WAR_NAME"
#	war_name_base = "ERADICATE_HOUSE_WAR_NAME_BASE"
#	cb_name = "ERADICATE_HOUSE_CB_NAME"
#	interface_priority = 80
#
#	ticking_war_score_targets_entire_realm = yes
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 100
#	defender_score_from_occupation_scale = 100
#	attacker_score_from_battles_scale = 150
#	defender_score_from_battles_scale = 150
#
#	max_attacker_score_from_battles = 200
#	max_defender_score_from_battles = 200
#
#	max_defender_score_from_occupation = 50
#	max_attacker_score_from_occupation = 50
#
#	max_ai_diplo_distance_to_title = 500
#
#	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
#	}
#}
#
## War to become Soryo as Kampaku
#japan_establish_soryo_administration_cb = {
#	icon = soryo
#	group = subjugation
#	combine_into_one = yes
#	allow_hostages = no
#	should_show_war_goal_subview = no
#
#	# scope:attacker
#	allowed_for_character = {
#		has_tgp_dlc_trigger = yes
#		always = no # Started by script
#	}
#
#	should_invalidate = {
#		scope:defender = { government_has_flag = government_is_japan_feudal }
#	}
#
#	on_invalidated_desc = {
#		desc = japan_establish_soryo_administration_cb_ended_invalid.desc
#	}
#
#	on_victory_desc = {
#		desc = japan_establish_soryo_administration_cb_victory_desc
#	}
#
#	on_victory = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			save_scope_as = leader
#		}
#		scope:defender = {
#			save_scope_as = daijo_daijin
#		}
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		scope:attacker = {
#			add_prestige = {
#				value = scope:defender.tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			faction_demand_regent_transfer_effect = {
#				NEW_REGENT = scope:attacker
#				REASON = conquest
#			}
#		}
#
#		# 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_victory_effect = yes
#
#		scope:defender = {
#			every_character_war = {
#				limit = { is_attacker = scope:attacker }
#				every_war_defender = {
#					limit = { is_imprisoned = no }
#					hidden_effect = {
#						hard_imprison_character_effect = {
#							TARGET = this
#							IMPRISONER = scope:attacker
#						}
#						reverse_add_opinion = {
#							target = scope:attacker
#							modifier = vassal_lost_faction_revolt_war
#						}
#					}
#				}
#			}
#		}
#
#		# 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 = {
#		desc = japan_establish_soryo_administration_cb_white_peace_desc
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = japan_establish_soryo_administration_cb_defeat_desc
#	}
#
#	on_defeat = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			save_scope_as = leader
#		}
#		scope:defender = {
#			save_scope_as = daijo_daijin
#			show_as_tooltip = { japanese_establish_soryo_administration_reward_effect = yes }
#			trigger_event = tgp_japan_decision.9606
#		}
#
#		# 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
#		}
#
#		scope:attacker = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = tier_scaled_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:defender
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_defeat_effect = yes
#
#		scope:attacker = {
#			every_character_war = {
#				limit = { is_defender = scope:defender }
#				every_war_attacker = {
#					limit = { is_imprisoned = no }
#					hidden_effect = {
#						hard_imprison_character_effect = {
#							TARGET = this
#							IMPRISONER = scope:defender
#						}
#						reverse_add_opinion = {
#							target = scope:defender
#							modifier = vassal_lost_faction_revolt_war
#						}
#					}
#				}
#			}
#		}
#
#		# EP3: note gold gained from military assistance/join war contracts and their war contribution threshold
#		laamp_as_mercenary_payout_tooltip_effect = yes
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_ESTABLISH_SORYO_ADMINISTRATION_WAR_NAME"
#	war_name_base = "JAPAN_ESTABLISH_SORYO_ADMINISTRATION_WAR_NAME_BASE"
#	cb_name = "JAPAN_ESTABLISH_SORYO_ADMINISTRATION_CB_NAME"
#	interface_priority = 80
#
#	ticking_war_score_targets_entire_realm = yes
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 50
#	defender_score_from_occupation_scale = 50
#	attacker_score_from_battles_scale = 250
#	defender_score_from_battles_scale = 250
#
#	max_attacker_score_from_battles = 200
#	max_defender_score_from_battles = 200
#
#	max_defender_score_from_occupation = 50
#	max_attacker_score_from_occupation = 50
#}
#
## War to disrupt Bloc
#japan_bloc_war_cb = {
#	icon = bloc
#	group = subjugation
#	combine_into_one = yes
#	ai_only_against_neighbors = yes
#	allow_hostages = yes
#	should_show_war_goal_subview = no
#
#	# scope:attacker
#	allowed_for_character = {
#		has_tgp_dlc_trigger = yes
#		# Soryo Bloc leader checks
#		tgp_soryo_or_bushido_trigger = yes
#		is_house_head = yes
#		house.house_confederation.leading_house ?= house
#		any_held_title = { is_noble_family_title = yes }
#	}
#
#	allowed_for_character_display_regardless = {
#		custom_tooltip = {
#			text = japan_bloc_war_cb_cohesion_requirement_tt
#			house.house_confederation.cohesion >= 25
#		}
#	}
#
#	# scope:defender
#	allowed_against_character = {
#		tgp_soryo_or_bushido_trigger = yes
#		is_house_head = yes
#		house.house_confederation.leading_house ?= house
#		NOR = {
#			# Must be different Bloc
#			AND = {
#				exists = scope:attacker.house.house_confederation
#				house.house_confederation ?= scope:attacker.house.house_confederation
#			}
#			# Not any ongoing bloc war
#			any_character_war = {
#				using_cb = japan_bloc_war_cb
#				save_temporary_scope_as = war_temp
#				scope:attacker = { is_participant_in_war = scope:war_temp }
#			}
#		}
#		# Must be house head
#		any_held_title = { is_noble_family_title = yes }
#	}
#
#	should_invalidate = {
#		OR = {
#			scope:attacker = { tgp_soryo_or_bushido_trigger = no }
#			scope:defender = {
#				OR = {
#					tgp_soryo_or_bushido_trigger = no
#					NOT = { exists = house.house_confederation } # Left bloc
#					house.house_confederation ?= scope:attacker.house.house_confederation # Same bloc
#					is_landed = no
#				}
#			}
#		}
#	}
#
#	cost = {
#		prestige = {
#			add = {
#				value = 100
#				desc = CB_BASE_COST
#			}
#			multiply = common_cb_prestige_cost_multiplier
#		}
#	}
#
#	on_invalidated_desc = {
#		desc = japan_bloc_war_cb_ended_invalid.desc
#	}
#
#	on_declaration = {
#		on_declared_war = yes
#		add_attacker_bloc_members_on_declared_effect = yes
#	}
#
#	on_victory_desc = {
#		desc = japan_bloc_war_cb_victory_desc
#	}
#
#	on_victory = {
#		scope:attacker = {
#			save_scope_as = winner
#			house.house_confederation = {
#				tgp_bloc_change_cohesion_effect = {
#					VALUE = tgp_bloc_war_defeat_cohesion_victory_value
#					ICON = scope:defender
#					REASON = bloc_war_victory
#				}
#			}
#		}
#
#		scope:defender = {
#			save_scope_as = loser
#			house.house_confederation = {
#				tgp_bloc_change_cohesion_effect = {
#					VALUE = tgp_bloc_war_defeat_cohesion_defeat_value
#					ICON = scope:defender
#					REASON = bloc_war_defeat
#				}
#			}
#		}
#
#		tgp_bloc_war_defeat_member_effect = {
#			WINNER = scope:winner
#			LOSER = scope:loser
#		}
#
#		scope:attacker = { show_pow_release_message_effect = yes }
#
#		# Legitimacy
#		add_legitimacy_attacker_victory_effect = yes
#
#		#EP2 Accolade glory gain from winning against higher ranked enemy
#		scope:attacker = { accolade_attacker_war_end_glory_gain_low_effect = yes }
#
#		scope:attacker = {
#			add_prestige = {
#				value = scope:defender.tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		# 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 = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		add_truce_attacker_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 = {
#		desc = japan_bloc_war_cb_white_peace_desc
#	}
#
#	on_white_peace = {
#		scope:attacker = {
#			show_pow_release_message_effect = yes
#			stress_and_fulfillment_impact = {
#				ambitious = medium_stress_impact_gain
#				arrogant = medium_stress_impact_gain
#			}
#			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:attacker # not important as the scales are identical
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		scope:defender = {
#			stress_and_fulfillment_impact = {
#				arrogant = medium_stress_impact_gain
#			}
#		}
#
#		# Truce
#		add_truce_attacker_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_defeat_desc = {
#		desc = japan_bloc_war_cb_defeat_desc
#	}
#
#	on_defeat = {
#		scope:defender = {
#			save_scope_as = winner
#			house.house_confederation = {
#				tgp_bloc_change_cohesion_effect = {
#					VALUE = tgp_bloc_war_defeat_cohesion_victory_value
#					ICON = scope:attacker
#					REASON = bloc_war_victory
#				}
#			}
#		}
#
#		scope:attacker = {
#			save_scope_as = loser
#			house.house_confederation = {
#				tgp_bloc_change_cohesion_effect = {
#					VALUE = tgp_bloc_war_defeat_cohesion_defeat_value
#					ICON = scope:defender
#					REASON = bloc_war_defeat
#				}
#			}
#		}
#
#		tgp_bloc_war_defeat_member_effect = {
#			WINNER = scope:winner
#			LOSER = scope:loser
#		}
#
#		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
#		}
#
#		scope:attacker = {
#			add_prestige = {
#				value = 0
#				subtract = tier_scaled_prestige_value
#			}
#		}
#
#		scope:defender = {
#			add_prestige = {
#				value = tier_scaled_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:defender
#			FAME_BASE = major_prestige_value
#			IS_RELIGIOUS_WAR = no
#			WINNER_ALLY_FAME_SCALE = 1
#			LOSER_ALLY_FAME_SCALE = 1
#		}
#
#		# Truce
#		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
#	}
#
#	on_primary_attacker_death = inherit
#	on_primary_defender_death = inherit
#
#	attacker_allies_inherit = yes
#	defender_allies_inherit = yes
#
#	war_name = "JAPAN_BLOC_WAR_NAME"
#	war_name_base = "JAPAN_BLOC_WAR_NAME_BASE"
#	cb_name = "JAPAN_BLOC_WAR_CB_NAME"
#	interface_priority = 80
#
#	ticking_war_score_targets_entire_realm = yes
#	attacker_ticking_warscore = 0.01
#	attacker_wargoal_percentage = 0.01
#	attacker_score_from_occupation_scale = 100
#	defender_score_from_occupation_scale = 100
#	attacker_score_from_battles_scale = 150
#	defender_score_from_battles_scale = 150
#
#	max_attacker_score_from_battles = 100
#	max_defender_score_from_battles = 100
#
#	max_defender_score_from_occupation = 100
#	max_attacker_score_from_occupation = 100
#
#	max_ai_diplo_distance_to_title = 500
#
#	ai_score = {
#		value = japan_bloc_war_ai_score_value
#	}
#
#	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
#	}
#}
