namespace = british_isles

##################################################

### British Isles Major Decision Events

# 0001 - Reclaiming Britannia
# 1001 - Restoring the Danelaw
# 2001 - Embrace English Culture
# 3001 - Request Laudabiliter

##################################################

##################################################
# Reclaim Britannia
# by Linnéa Thimrén
##################################################

#british_isles.0001 = {
#	type = character_event
#	title = british_isles.0001.t
#	desc = british_isles.0001.desc
#	theme = realm
#	left_portrait = {
#		character = scope:reclaimer
#		animation = personality_honorable
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		save_scope_as = reclaimer
#		reclaim_britannia_decision_effect = yes
#		legend_seed_great_deed_region_effect = {
#			REGION = geographical_region:world_europe_west_britannia
#		}
#	}
#
#	option = {
#		name = british_isles.0001.a
#	}
#}
#
## Players informed
#british_isles.0002 = {
#	type = character_event
#	title = british_isles.0001.t
#	desc = british_isles.0002.desc
#	theme = realm
#	left_portrait = {
#		character = scope:reclaimer
#		animation = personality_honorable
#	}
#
#	option = { # Not celtic
#		name = british_isles.0002.a
#		trigger = {
#			NOR = {
#				culture = { has_cultural_pillar = heritage_goidelic }
#				culture = { has_cultural_pillar = heritage_brythonic }
#			}
#		}
#	}
#	option = { # Also celtic
#		name = british_isles.0002.b
#		trigger = {
#			OR = {
#				culture = { has_cultural_pillar = heritage_goidelic }
#				culture = { has_cultural_pillar = heritage_brythonic }
#			}
#		}
#	}
#}

##################################################
# Restoring the Danelaw
# by Linnéa Thimrén
##################################################
#
#british_isles.1001 = {
#	type = character_event
#	title = british_isles.1001.t
#	desc = british_isles.1001.desc
#	theme = realm
#	orphan = yes
#	left_portrait = {
#		character = scope:restorer
#		animation = personality_honorable
#	}
#
#	immediate = {
#		save_scope_as = restorer
#		
#		restore_the_danelaw_effect = yes
#	}
#
#	option = {
#		name = british_isles.1001.a
#	}
#}
#
## Players informed of the Danelaw being created
#british_isles.1002 = {
#	type = character_event
#	title = british_isles.1002.t
#	orphan = yes
#	desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					culture = { has_cultural_pillar = heritage_north_germanic }
#				}
#				desc = british_isles.1002.desc_same_culture
#			}
#			desc = british_isles.1002.desc
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:restorer
#		animation = personality_honorable
#	}
#	override_background = { reference = farmland }
#
#	option = { # Not Danish
#		name = british_isles.1002.a
#		trigger = {
#			NOT = { culture = { has_cultural_pillar = heritage_north_germanic } }
#		}
#	}
#
#	option = { # Also Danish
#		name = british_isles.1002.b
#		trigger = {
#			culture = { has_cultural_pillar = heritage_north_germanic }
#		}
#	}
#
#	option = { # Give players close to restorer a chance to convert
#		name = british_isles.1002.c
#		trigger = {
#			root.culture != scope:restorer.culture
#			OR = {
#				is_close_family_of = scope:restorer
#				is_vassal_of = scope:restorer
#			}
#		}
#		set_culture = scope:restorer.culture
#		hidden_effect = {
#			if = {
#				limit = { any_spouse = { is_landed = no } }
#				every_spouse = {
#					set_culture = scope:restorer.culture
#				}
#			}
#			if = {
#				limit = {
#					any_close_family_member = {
#						is_landed = no
#						NOT = { is_spouse_of = prev }
#					}
#				}
#				every_close_family_member = {
#					limit = {
#						is_landed = no
#						NOT = { is_spouse_of = prev }
#					}
#					set_culture = scope:restorer.culture
#				}
#			}
#		}
#	}
#}
#
##	You proposition a powerful opposing warlord about partitioning the nation.
##		by Ewan Cowhig Croft
#british_isles.1011 = {
#	type = character_event
#	title = british_isles.1011.t
#	desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { negotiate_the_danelaw_norse_side_trigger = yes }
#				desc = british_isles.1011.nord
#			}
#			desc = british_isles.1011.brit
#		}
#		desc = british_isles.1011.outro
#	}
#	theme = crown
#	left_portrait = {
#		character = scope:ntd_actor
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = scope:ntd_recipient
#		animation = personality_bold
#	}
#
#	immediate = {
#		# Grab actors.
#		## Root initially.
#		save_scope_as = ntd_actor
#		## But also the best possible opposition.
#		### We start by grabbing all possible opposition.
#		title:k_england = {
#			every_in_de_jure_hierarchy = {
#				limit = {
#					holder ?= { negotiate_the_danelaw_valid_danelaw_opponent_trigger = yes }
#				}
#				holder = { add_to_list = possible_danelaw_partners_list }
#			}
#		}
#		### Then sort through those to find the best.
#		ordered_in_list = {
#			list = possible_danelaw_partners_list
#			order_by = negotiate_the_danelaw_preferable_opponent_value
#			save_scope_as = ntd_recipient
#		}
#		## Now, let's figure out who's who.
#		scope:ntd_actor = {
#			if = {
#				limit = { negotiate_the_danelaw_british_side_trigger = yes }
#				save_scope_as = ntd_brit
#			}
#			else = { save_scope_as = ntd_nord }
#		}
#		scope:ntd_recipient = {
#			if = {
#				limit = { exists = scope:ntd_brit }
#				save_scope_as = ntd_nord
#			}
#			else = { save_scope_as = ntd_brit }
#		}
#	}
#
#	# Send the letter.
#	option = {
#		name = british_isles.1011.a
#
#		# Scope:ntd_recipient will get to decide.
#		custom_tooltip = british_isles.1011.a.tt
#		scope:ntd_recipient = { trigger_event = british_isles.1021 }
#		# Show the possible results.
#		show_as_tooltip = { negotiate_the_danelaw_each_way_effect = yes }
#
#		# No stress for the basic option.
#		ai_chance = {
#			# AI should always be fairly likely to pick this.
#			base = 100
#		}
#	}
#	
#	# Send the letter, and an open hand of friendship.
#	option = {
#		name = british_isles.1011.b
#		trigger = {
#			# Must be following a reformed faith.
#			faith = {
#				NOT = { has_doctrine_parameter = unreformed }
#			}
#			# And be able to accept them as a friend.
#			can_set_relation_friend_trigger = { CHARACTER = scope:ntd_recipient }
#		}
#
#		# All of the above results apply.
#		custom_tooltip = british_isles.1011.b.above_applies.tt
#		# But also you'll take them into your faith & household.
#		custom_tooltip = british_isles.1011.b.offer_faith.tt
#		save_scope_value_as = {
#			name = ntd_friendship_offered
#			value = yes
#		}
#		scope:ntd_recipient = { trigger_event = british_isles.1021 }
#
#		stress_impact = {
#			gregarious = minor_stress_impact_loss
#			zealous = medium_stress_impact_loss
#			forgiving = major_stress_impact_loss
#			trusting = major_stress_impact_loss
#			shy = minor_stress_impact_gain
#			cynical = medium_stress_impact_gain
#			vengeful = major_stress_impact_gain
#			paranoid = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_compassion = 1
#				ai_vengefulness = -1
#			}
#			modifier = {	# Weight up for stress.
#				add = 10
#				has_trait = gregarious
#			}
#			modifier = {	# Weight up for stress.
#				add = 20
#				has_trait = zealous
#			}
#			modifier = {	# Weight up for stress.
#				add = 30
#				has_trait = forgiving
#			}
#			modifier = {	# Weight up for stress.
#				add = 30
#				has_trait = trusting
#			}
#			modifier = {	# Weight down for stress.
#				add = -10
#				has_trait = shy
#			}
#			modifier = {	# Weight down for stress.
#				add = -20
#				has_trait = cynical
#			}
#			modifier = {	# Weight down for stress.
#				add = -30
#				has_trait = vengeful
#			}
#			modifier = {	# Weight down for stress.
#				add = -30
#				has_trait = paranoid
#			}
#		}
#	}
#	
#	# Diplomacy is the coward's way out!
#	option = {
#		name = british_isles.1011.c
#
#		# The Danelaw may yet be negotiated by someone else.
#		custom_tooltip = british_isles.1011.c.tt
#		remove_list_global_variable = {
#			name = unavailable_unique_decisions
#			target = flag:negotiate_the_danelaw_decision
#		}
#
#		# No stress for cancelling out of a decision before it's started.
#		ai_chance = {
#			# If the AI has taken the decision, then they should always go through with it.
#			base = 0
#		}
#	}
#}
#
#scripted_effect british_isles_1021_notify_other_players_effect = {
#	every_player = {
#		limit = {
#			NOR = {
#				this = scope:ntd_actor
#				this = scope:ntd_recipient
#			}
#			any_sub_realm_county = {
#				title_province = { geographical_region = world_europe_west_britannia }
#			}
#		}
#		trigger_event = british_isles.1022
#	}
#}
#
##	An enemy ruler proposes that you and they partition k_england.
##		by Ewan Cowhig Croft
#british_isles.1021 = {
#	type = character_event
#	title = british_isles.1021.t
#	desc = {
#		desc = british_isles.1021.intro
#		first_valid = {
#			triggered_desc = {
#				trigger = { negotiate_the_danelaw_norse_side_trigger = yes }
#				desc = british_isles.1021.nord
#			}
#			desc = british_isles.1021.brit
#		}
#		desc = british_isles.1021.outro
#	}
#	theme = crown
#	left_portrait = {
#		character = scope:ntd_recipient
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = scope:ntd_actor
#		animation = personality_bold
#	}
#	override_background = { reference = farmland }
#
#	trigger = { negotiate_the_danelaw_basic_filter_trigger = yes }
#
#	on_trigger_fail = {
#		# Inform scope:ntd_actor that something has gone wrong.
#		scope:ntd_actor = {
#			send_interface_toast = {	
#				title = british_isles.1021.invalidation.t
#				left_icon = scope:ntd_recipient
#				custom_tooltip = british_isles.1021.invalidation.tt
#				remove_list_global_variable = {
#					name = unavailable_unique_decisions
#					target = flag:negotiate_the_danelaw_decision
#				}
#			}
#		}
#	}
#
#	# A crown that none can deny, you say?
#	option = {
#		name = british_isles.1021.a
#
#		# Inform scope:ntd_actor.
#		hidden_effect = {
#			scope:ntd_actor = {
#				send_interface_toast = {	
#					title = british_isles.1021.a.accepted
#					left_icon = scope:ntd_recipient
#					custom_tooltip = british_isles.1021.a.accepted.tt
#				}
#			}
#		}
#		# And inform other players.
#		british_isles_1021_notify_other_players_effect = yes
#		# Then apply effects.
#		negotiate_the_danelaw_accept_effect = yes
#
#		# No stress for the basic option.
#		ai_chance = {
#			# AI should always be fairly likely to pick this.
#			base = 100
#		}
#	}
#
#	# Perhaps... perhaps it #EMP is#! time for a change...
#	option = {
#		name = british_isles.1021.b
#		trigger = { exists = scope:ntd_friendship_offered }
#
#		# Inform scope:ntd_actor.
#		hidden_effect = {
#			scope:ntd_actor = {
#				send_interface_toast = {	
#					title = british_isles.1021.b.accepted.critical
#					left_icon = scope:ntd_recipient
#					custom_tooltip = british_isles.1021.b.accepted.critical.tt
#				}
#			}
#		}
#		# And inform other players.
#		british_isles_1021_notify_other_players_effect = yes
#		# All of the above results apply.
#		custom_tooltip = british_isles.1021.b.above_applies.tt
#		hidden_effect = { negotiate_the_danelaw_accept_effect = yes }
#		# And _also_ you switch faith and are accepted as a friend of scope:ntd_actor.
#		set_relation_friend = { reason = friend_partitioned_england target = scope:ntd_recipient }
#		# If possible, switch to scope:ntd_actor's faith.
#		## Yeah, I realise that this is an easy way to skirt the restrictions from HumSac'ing a HoF. :) Benefits of having a godperson vouch for you.
#		if = {
#			limit = {
#				scope:ntd_recipient.faith != scope:ntd_actor.faith
#			}
#			scope:ntd_recipient = { set_character_faith_with_conversion = scope:ntd_actor }
#		}
#
#		stress_impact = {
#			gregarious = minor_stress_impact_loss
#			cynical = medium_stress_impact_loss
#			trusting = medium_stress_impact_loss
#			shy = minor_stress_impact_gain
#			zealous = major_stress_impact_gain
#			paranoid = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_compassion = 0.5
#				ai_vengefulness = -0.25
#				ai_zeal = -1
#			}
#			modifier = {	# Weight up for stress.
#				add = 10
#				has_trait = gregarious
#			}
#			modifier = {	# Weight up for stress.
#				add = 20
#				has_trait = cynical
#			}
#			modifier = {	# Weight up for stress.
#				add = 20
#				has_trait = trusting
#			}
#			modifier = {	# Weight down for stress.
#				add = -10
#				has_trait = shy
#			}
#			modifier = {	# Weight down for stress.
#				add = -30
#				has_trait = zealous
#			}
#			modifier = {	# Weight down for stress.
#				add = -30
#				has_trait = paranoid
#			}
#		}
#	}
#	
#	# What rot! Let all the world see HerHis cowardice!
#	option = {
#		name = british_isles.1021.c
#
#		# Inform scope:ntd_actor that their bargain has been rejected.
#		hidden_effect = {
#			scope:ntd_actor = {
#				send_interface_toast = {	
#					title = british_isles.1021.c.rejected
#					left_icon = scope:ntd_recipient
#					custom_tooltip = british_isles.1021.c.rejected.tt
#				}
#			}
#		}
#		# Apply rejection effects.
#		negotiate_the_danelaw_reject_effect = yes
#
#		# No stress for not going in on the risky game-changing deal.
#		ai_chance = {
#			# We basically always want the AI to agree to this.
#			base = 0
#		}
#	}
#}
#
##	Danelaw Negotiated, other POV.
##		by Ewan Cowhig Croft
#british_isles.1022 = {
#	type = character_event
#	title = british_isles.1022.t
#	desc = british_isles.1022.desc
#	theme = crown
#	left_portrait = {
#		character = scope:ntd_actor
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:ntd_recipient
#		animation = personality_rational
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_peace_ensues"
#		# Show the effects playing out elsewhere.
#		show_as_tooltip = { negotiate_the_danelaw_accept_effect = yes }
#		# Save a dummy gender for loc.
#		random_dummy_gender_soldier_effect = { SCOPE_NAME = dummy_gender }		
#	}
#
#	# What brazen treachery of their countrywomenmen is this?
#	option = {
#		name = british_isles.1022.a
#
#		# A partition is begun...
#		custom_tooltip = british_isles.1022.a.tt
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
##	Partition Result - Destruction
#british_isles.1031 = {
#	hidden = yes
#	orphan = yes
#
#	trigger = {
#		# Partition must be active.
#		exists = global_var:partition_active_danelaw
#		# And the destroyed title must be one of the two partitioned entities.
#		OR = {
#			scope:landed_title = title:k_england
#			scope:landed_title = title:k_danelaw
#		}
#	}
#
#	immediate = {
#		# If k_england has been destroyed, set k_danelaw as the de jure inheritor.
#		if = {
#			limit = { scope:landed_title = title:k_england }
#			title:k_danelaw = { save_scope_as = partition_winner }
#			# Try to grab the old holder for down the line.
#			if = {
#				limit = {
#					exists = this
#					is_alive = yes
#				}
#				save_scope_as = loser
#			}
#		}
#		# If k_danelaw has been destroyed, set k_england as the de jure inheritor.
#		if = {
#			limit = { scope:landed_title = title:k_danelaw }
#			title:k_england = { save_scope_as = partition_winner }
#			if = {
#				limit = {
#					exists = this
#					is_alive = yes
#				}
#				save_scope_as = loser
#			}
#		}
#		# Either way, trigger the maintenance event.
#		trigger_event = british_isles.1041
#	}
#}
#
##	Partition Result - Gained Both
#british_isles.1032 = {
#	hidden = yes
#
#	trigger = {
#		# Partition must be active.
#		exists = global_var:partition_active_danelaw
#		# The gained title must be one of the two partitioned entities.
#		OR = {
#			scope:title = title:k_england
#			scope:title = title:k_danelaw
#		}
#		# And you must now hold both titles.
#		this = title:k_england.holder
#		this = title:k_danelaw.holder
#	}
#
#	immediate = {
#		# If k_england has been inherited, set k_danelaw as the de jure inheritor.
#		if = {
#			limit = { scope:title = title:k_england }
#			title:k_danelaw = { save_scope_as = partition_winner }
#			# Try to grab the old holder for down the line.
#			if = {
#				limit = { exists = scope:previous_holder }
#				scope:previous_holder = { save_scope_as = loser }
#			}
#		}
#		# If k_danelaw has been inherited, set k_england as the de jure inheritor.
#		if = {
#			limit = { scope:title = title:k_danelaw }
#			title:k_england = { save_scope_as = partition_winner }
#			# Try to grab the old holder for down the line.
#			if = {
#				limit = { exists = scope:previous_holder }
#				scope:previous_holder = { save_scope_as = loser }
#			}
#		}
#		# Either way, trigger the maintenance event.
#		trigger_event = british_isles.1041
#	}
#}
#
#scripted_trigger british_isles_1033_england_lost_last_de_jure_trigger = {
#	AND = {
#		this = title:k_england.holder
#		title:k_england = {
#			any_in_de_jure_hierarchy = {
#				tier = tier_county
#				count = 0
#				save_temporary_scope_as = county
#				root = {
#					any_sub_realm_county = { this = scope:county }
#				}
#			}
#		}
#	}
#}
#
#scripted_trigger british_isles_1033_danelaw_lost_last_de_jure_trigger = {
#	AND = {
#		this = title:k_danelaw.holder
#		title:k_danelaw = {
#			any_in_de_jure_hierarchy = {
#				tier = tier_county
#				count <= 0
#				save_temporary_scope_as = county
#				root = {
#					any_sub_realm_county = { this = scope:county }
#				}
#			}
#		}
#	}
#}
#
##	Partition Result - Lost All De Jure
#british_isles.1033 = {
#	hidden = yes
#
#	trigger = {
#		# Partition must be active.
#		exists = global_var:partition_active_danelaw
#		# Must hold one of the two partitioned titles.
#		OR = {
#			this = title:k_england.holder
#			this = title:k_danelaw.holder
#		}
#		# But not any of the de jure land beneath them.
#		OR = {
#			# First the k_england check.
#			british_isles_1033_england_lost_last_de_jure_trigger = yes
#			# Then the k_danelaw check.
#			british_isles_1033_danelaw_lost_last_de_jure_trigger = yes
#		}
#	}
#
#	immediate = {
#		# If k_england has lost its last de jure, set k_danelaw as the de jure inheritor.
#		if = {
#			limit = { british_isles_1033_england_lost_last_de_jure_trigger = yes }
#			title:k_danelaw = { save_scope_as = partition_winner }
#			# Try to grab the old holder for down the line.
#			title:k_england = {
#				if = {
#					limit = {
#						exists = this.holder
#						holder = { is_alive = yes }
#					}
#					holder = { save_scope_as = loser }
#				}
#			}
#		}
#		# If k_danelaw has lost its last de jure, set k_england as the de jure inheritor.
#		if = {
#			limit = { british_isles_1033_danelaw_lost_last_de_jure_trigger = yes }
#			title:k_england = { save_scope_as = partition_winner }
#			# Try to grab the old holder for down the line.
#			title:k_danelaw = {
#				if = {
#					limit = {
#						exists = this.holder
#						holder = { is_alive = yes }
#					}
#					holder = { save_scope_as = loser }
#				}
#			}
#		}
#		# Either way, trigger the maintenance event.
#		trigger_event = british_isles.1041
#	}
#}
#
##	Partition Result - Processing
#british_isles.1041 = {
#	hidden = yes
#
#	trigger = {
#		# Prevent looping my ensuring that the partition is active...
#		exists = global_var:partition_active_danelaw
#	}
#
#	immediate = {
#		# ... & then immediately removing its active status.
#		remove_global_variable = partition_active_danelaw
#		# First, let's save some scopes for loc & general convenience.
#		scope:partition_winner.holder = { save_scope_as = victor }
#		if = {
#			limit = { scope:partition_winner = title:k_england }
#			title:k_danelaw = { save_scope_as = partition_loser }
#		}
#		else_if = {
#			limit = { scope:partition_winner = title:k_danelaw }
#			title:k_england = { save_scope_as = partition_loser }
#		}
#		title:k_england = { save_scope_as = england }
#		# Send out result events.
#		## To the winner.
#		scope:victor = { trigger_event = british_isles.1051 }
#		## If they're still alive, to the loser.
#		if = {
#			limit = { exists = scope:loser }
#			scope:loser = { trigger_event = british_isles.1052 }
#		}
#		## And any other players within the British Isles.
#		every_player = {
#			limit = {
#				NOR = {
#					this = scope:victor
#					AND = {
#						exists = scope:loser
#						this = scope:loser
#					}
#				}
#				any_sub_realm_county = {
#					title_province = { geographical_region = world_europe_west_britannia }
#				}
#			}
#			trigger_event = british_isles.1053
#		}
#		# Process the actual results.
#		## We do this last so that we can show correct tooltips in the various preceding events.
#		resolve_danelaw_partition_effect = yes
#	}
#}
#
##	Danelaw Partition Settled, Scope:victor POV.
##		by Ewan Cowhig Croft
#british_isles.1051 = {
#	type = character_event
#	title = british_isles.1051.t
#	desc = british_isles.1051.desc
#	theme = crown
#	left_portrait = {
#		character = scope:victor
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:loser
#		animation = shame
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_peace_ensues"
#		# Show the effects playing out elsewhere.
#		show_as_tooltip = { resolve_danelaw_partition_effect = yes }
#	}
#
#	# One realm, one GetTitleAsName!
#	option = {
#		name = british_isles.1051.a
#
#		# Gain a hefty chunk of prestige.
#		add_prestige = massive_prestige_gain
#		# The partition is ended!
#		custom_tooltip = british_isles.1051.a.tt
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
##	Danelaw Partition Settled, Scope:loser POV.
##		by Ewan Cowhig Croft
#british_isles.1052 = {
#	type = character_event
#	title = british_isles.1052.t
#	desc = british_isles.1052.desc
#	theme = crown
#	left_portrait = {
#		character = scope:loser
#		animation = shame
#	}
#	right_portrait = {
#		character = scope:victor
#		animation = schadenfreude
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_murder"
#		# Show the effects playing out elsewhere.
#		show_as_tooltip = { resolve_danelaw_partition_effect = yes }
#	}
#
#	# There will be a reckoning for this slight.
#	option = {
#		name = british_isles.1052.a
#
#		# Gain some penalty stress.
#		add_stress = medium_stress_gain
#		# The partition is ended!
#		custom_tooltip = british_isles.1052.a.tt
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
##	Danelaw Partition Settled, other POV.
##		by Ewan Cowhig Croft
#british_isles.1053 = {
#	type = character_event
#	title = british_isles.1053.t
#	desc = british_isles.1053.desc
#	theme = crown
#	left_portrait = {
#		character = scope:victor
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:loser
#		animation = shame
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_peace_ensues"
#		# Show the effects playing out elsewhere.
#		show_as_tooltip = { resolve_danelaw_partition_effect = yes }
#	}
#
#	# Stability for England at last?
#	option = {
#		name = british_isles.1053.a
#
#		# The partition is ended!
#		custom_tooltip = british_isles.1053.a.tt
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
##	Daneland Formalised, Scope:founder POV.
##		by Ewan Cowhig Croft
#british_isles.1061 = {
#	type = character_event
#	title = british_isles.1061.t
#	desc = british_isles.1061.desc
#	theme = crown
#	left_portrait = {
#		character = scope:founder
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:england
#		animation = rage
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_peace_ensues"
#		# Show the effects playing out elsewhere.
#		formalise_the_daneland_effect = yes
#	}
#
#	# We shall find out together.
#	option = {
#		name = british_isles.1061.a
#
#		# Gain a hefty chunk of prestige.
#		add_prestige = major_prestige_gain
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
##	Daneland Formalised, Scope:england POV.
##		by Ewan Cowhig Croft
#british_isles.1062 = {
#	type = character_event
#	title = british_isles.1062.t
#	desc = british_isles.1062.desc
#	theme = crown
#	left_portrait = {
#		character = scope:england
#		animation = shame
#	}
#	right_portrait = {
#		character = scope:founder
#		animation = schadenfreude
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_murder"
#		# Show the effects playing out elsewhere.
#		show_as_tooltip = {
#			scope:founder = { formalise_the_daneland_effect = yes }
#		}
#	}
#
#	# HerHis soil was English once, and will be English again.
#	option = {
#		name = british_isles.1062.a
#
#		# Gain some penalty stress.
#		add_stress = medium_stress_gain
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
##	Daneland Formalised, other POV.
##		by Ewan Cowhig Croft
#british_isles.1063 = {
#	type = character_event
#	title = british_isles.1063.t
#	desc = british_isles.1063.desc
#	theme = crown
#	left_portrait = {
#		character = scope:founder
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:england
#		animation = shame
#	}
#	override_background = { reference = farmland }
#
#	immediate = {
#		play_music_cue = "mx_cue_peace_ensues"
#		# Show the effects playing out elsewhere.
#		show_as_tooltip = {
#			scope:founder = { formalise_the_daneland_effect = yes }
#		}
#	}
#
#	# Perhaps this will calm some tempers...
#	option = {
#		name = british_isles.1063.a
#
#		# The partition is ended!
#		custom_tooltip = british_isles.1063.a.tt
#
#		# No stress for a simply notification event.
#		ai_chance = {
#			# No need for complex AI chance for single-option event.
#			base = 100
#		}
#	}
#}
#
###################################################
## Embrace English culture
## by Linnéa Thimrén
###################################################
#
#british_isles.2001 = {
#	type = character_event
#	title = british_isles.2001.t
#	desc = british_isles.2001.desc
#	theme = culture_change
#	left_portrait = {
#		character = scope:embracer
#		animation = personality_bold
#	}
#
#	immediate = {
#		save_scope_as = embracer
#		culture = { save_scope_as = embracer_former_culture }
#	}
#
#	option = {
#		name = british_isles.2001.a
#		embrace_english_culture_effect = yes
#		hidden_effect = { # Moved here from embrace_english_culture_decision
#			# Send event to other players
#			every_player = {
#				limit = {
#					this != root
#					OR = {
#						primary_title = {
#							OR = {
#								de_jure_liege = title:e_britannia
#								de_jure_liege.de_jure_liege = title:e_britannia
#								de_jure_liege.de_jure_liege.de_jure_liege = title:e_britannia
#							}
#						}
#						culture = { has_cultural_pillar = heritage_north_germanic }
#						culture = { has_cultural_pillar = heritage_central_germanic }
#						culture = { has_cultural_pillar = heritage_west_germanic }
#						culture = { has_cultural_pillar = heritage_goidelic }
#						culture = { has_cultural_pillar = heritage_brythonic }
#					}
#				}
#				trigger_event = british_isles.2002
#			}
#		}
#	}
#}
#
## Players informed
#british_isles.2002 = {
#	type = character_event
#	title = british_isles.2001.t
#	desc = british_isles.2002.desc
#	theme = culture_change
#	left_portrait = {
#		character = scope:embracer
#		animation = personality_bold
#	}
#
#	option = { # Not norman
#		name = british_isles.2002.a
#		trigger = {
#			NOT = { has_culture = scope:embracer.culture }
#		}
#	}
#	option = { # Also norman
#		name = british_isles.2002.b
#		trigger = {
#			has_culture = scope:embracer.culture
#		}
#	}
#}

##################################################
# Laudabiliter
# by Flavio Verna
##################################################

british_isles.3001 = {
	type = letter_event
	opening = {
		desc = british_isles.3001.t
	}
	desc = british_isles.3001.desc
	sender = {
		character = scope:scoped_pope
		animation = personality_zealous
	}

	immediate = {
		save_scope_as = scoped_ruler
		root.faith.religious_head = {
			save_scope_as = scoped_pope
		}
		house = {
			add_house_modifier = {
				modifier = ireland_laudabiliter_modifier
				years = 100
			}
		}
	}

	option = { #Inform relevant players.
		name = british_isles.3001.a
		every_player = {
			limit = {
				this != root
				OR = {
					culture = { has_cultural_pillar = heritage_west_germanic }
					culture = { has_cultural_pillar = heritage_goidelic }
				}
			}
			trigger_event = british_isles.3002
		}
	}
}

british_isles.3002 = {
	type = character_event
	title = british_isles.3002.t
	desc = british_isles.3002.desc.irish
	theme = war
	left_portrait = {
		character = scope:scoped_pope
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:scoped_ruler
		animation = scheme
	}

	option = {
		name = {
			trigger = {
				capital_province = {
					geographical_region = custom_roman_hibernia
				}
				NOT = { target_is_liege_or_above = scope:scoped_ruler }
			}
			text = british_isles.3002.a
		}
		name = {
			trigger = {
				OR = {
					target_is_liege_or_above = scope:scoped_ruler
					NOT = {
						capital_province = {
							geographical_region = custom_roman_hibernia
						}
					}
				}
			}
			text = british_isles.3002.b
		}
		if = {
			limit = {
				capital_province = {
					geographical_region = custom_roman_hibernia
				}
				NOT = { target_is_liege_or_above = scope:scoped_ruler }
			}
			add_opinion = {
				target = scope:scoped_ruler
				modifier = treacherous_invader_opinion
			}
		}
	}
}

################
# Restore Dumnonia
# by Ewan Cowhig Croft
################

#The kingdom revived.
british_isles.4001 = {
	type = character_event
	title = british_isles.4001.t
	desc = british_isles.4001.desc
	theme = realm
	left_portrait = {
		character = scope:founder
		animation = personality_honorable
	}

	immediate = {
		play_music_cue = "mx_cue_positive_effect"
		restore_dumnonia_decision_scripted_effect = yes
	}

	#Take the nickname.
	option = {
		name = british_isles.4001.a
		give_nickname = nick_the_trojan
		add_prestige = minor_prestige_gain
	}
	#No thanks on the nickname, more prestige instead please.
	option = {
		name = british_isles.4001.b
		add_prestige = medium_prestige_gain
	}
}


#Inform any players.
british_isles.4002 = {
	type = character_event
	title = british_isles.4001.t
	desc = british_isles.4002.desc
	theme = realm
	theme = diplomacy
	left_portrait = {
		character = scope:founder
		animation = personality_honorable
	}

	option = {
		name = { #Brythonic peoples are happy.
			trigger = {
				culture = { has_cultural_pillar = heritage_brythonic }
				NOT = { has_title = title:k_england }
			}
			text = british_isles.4002.a
		}
		name = { #Anglo-Saxons, the English, & the monarch of England are outraged.
			trigger = {
				OR = {
					has_culture = culture:anglo_saxon
					has_culture = culture:english
					has_title = title:k_england
				}
			}
			text = british_isles.4002.b
		}
		name = { #Noone else especially cares.
			trigger = {
				NOR = {
					culture = { has_cultural_pillar = heritage_brythonic }
					has_culture = culture:anglo_saxon
					has_culture = culture:english
					has_title = title:k_england
				}
			}
			text = british_isles.4002.c
		}
	}
}
