#On actions related to religion

# Code on-action: character creates a faith
# Root is the creator
# scope:old_faith is the faith they used to have
on_faith_created = {
	effect = {
		remove_character_modifier = religious_reformer_modifier
		# If you have a legend maybe we change it?
		if = {
			limit = {
				has_legend_chapter_trigger = { CHAPTER = opening }
				promoted_legend ?= {
					exists = legend_property:faith
					exists = legend_property:religion
				}
				NOT = {
					promoted_legend ?= {
						has_legend_chapter = {
							name = opening
							localization_key = legend_chapter_opening_new_faith
						}
					}
				}
			}
			send_interface_toast = {
				title = legend_chapter_change_toast
				left_icon = root
				promoted_legend = {
					set_legend_chapter = {
						name = opening
						localization_key = legend_chapter_opening_new_faith
					}
				}
			}
		}
		else_if = {
			limit = {
				has_legend_chapter_trigger = { CHAPTER = opening }
			}
			random = {
				chance = 75
				send_interface_toast = {
					title = legend_chapter_change_toast
					left_icon = root
					promoted_legend = {
						set_legend_chapter = {
							name = opening
							localization_key = legend_chapter_opening_new_faith_generic
						}
					}
				}
			}
		}
		scope:old_faith = {
			if = {
				limit = { has_doctrine_parameter = unreformed }
				set_variable = { name = has_been_reformed }
				root = {
					if = {
						limit = {
							government_allows = state_faith
							liege = this
							primary_title.state_faith = scope:old_faith
						}
						primary_title = { set_state_faith = faith }
					}
					if = {
						limit = {
							NOT = { has_character_flag = reformer_legend }
							has_dlc_feature = legends
							NOT = { has_game_rule = historical_legends_only }
						}
						add_character_flag = reformer_legend
						create_legend_seed = {
							type = holy
							quality = famed
							chronicle = new_faith_legend
							properties = {
								reformer = root
								faith = root.faith
								religion = root.religion
								reason = flag:pagan_reformation
							}
						}
					}
				}
				every_faith_character = {
					limit = {
						has_character_flag = forced_conversion_on_reform
					}
					set_character_faith = root.faith
					every_vassal_or_below = {
						limit = { faith = scope:old_faith }
						random = {
							chance = 75
							set_character_faith = root.faith
						}
					}
					every_sub_realm_county = {
						limit = { faith = scope:old_faith }
						random = {
							chance = 75
							set_county_faith = root.faith
						}
					}
				}
			}
			else = {
				root = {
					if = {
						limit = {
							NOT = { has_character_flag = reformer_legend }
							has_dlc_feature = legends
							NOT = { has_game_rule = historical_legends_only }
						}
						add_character_flag = reformer_legend
						create_legend_seed = {
							type = holy
							quality = famed
							chronicle = new_faith_legend
							properties = {
								reformer = root
								faith = root.faith
								religion = root.religion
								reason = flag:new_faith
							}
						}
					}
				}
			}
		
			root = { play_music_cue = "mx_cue_faith_conversion" }
		}
		set_variable = {
			name = has_created_a_faith
		}
		check_for_equal_doctrine_effect = yes
		# Set up diff-faith HoFs.
		faith = {
			# If we have a diff-faith HoF, we want to account for that.
			## Islamic use-case: we want same-Mohammad's Succession faiths to keep following their appropriate caliphs.
			if = {
				limit = {
					# Are we in the correct religion?
					religion = religion:islam_religion
					# Faiths with no HoF or a spiritual head aren't relevant for these calculations.
					has_doctrine = doctrine_temporal_head
				}
				# Grab a scope for tooltip loc, since they complain about root.
				root = { save_scope_as = reformer }
				# Sunni path.
				if = {
					limit = { has_doctrine = muhammad_succession_sunni_doctrine }
					root = { trigger_event = head_of_faith.0001 }
				}
				# Shia path.
				else_if = {
					limit = { has_doctrine = muhammad_succession_shia_doctrine }
					root = { trigger_event = head_of_faith.0011 }
				}
				# Muhakkima path.
				else_if = {
					limit = { has_doctrine = muhammad_succession_muhakkima_doctrine }
					root = { trigger_event = head_of_faith.0021 }
				}
				# Zandaqa path.
				else_if = {
					limit = { has_doctrine = muhammad_succession_zandaqa_doctrine }
					root = { trigger_event = head_of_faith.0031 }
				}
			}
			## Faiths with the Rite tenet get to keep their old HoF.
			else_if = {
				limit = {
					# Assuming they exist.
					exists = scope:old_faith.religious_head
					# & have the appropriate doctrine parameter.
					has_doctrine_parameter = maintains_head_of_faith_on_creation
				}
				set_religious_head_title = scope:old_faith.religious_head_title
				# Christian faiths also get to keep ecumenism.
				if = {
					limit = {
						scope:old_faith = { has_doctrine = special_doctrine_ecumenical_christian }
					}
					add_doctrine = special_doctrine_ecumenical_christian
				}
			}
			## Otherwise, everyone else should lose their HoF, so we don't need to do anything.
		}
		# Achievements.
		root = {
			add_achievement_flag_effect = { FLAG = achievement_its_not_a_cult_flag }
		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = west_african_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_siguic
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = west_african_orisha_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_orisha
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = west_african_bori_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_bori
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = west_african_roog_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_roog_sene
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = akom_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_akom
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = kushitism_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_kushitism
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = waaqism_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_waaqism
#				VALUE = yes
#			}
#		}
#		if = {
#			limit = {
#				scope:old_faith = {
#					religion_tag = north_african_religion
#					has_doctrine_parameter = unreformed
#				}
#			}
#			add_achievement_global_variable_effect = {
#				VARIABLE = achievement_mother_of_us_all_achamanism
#				VALUE = yes
#			}
#		}
	}

	events = {
		faith_conversion.0001 # Convert capital county
		faith_conversion.0003 # Convert close family
		faith_creation.0001 # Temporal rel head setup
		faith_creation.0002 # Spiritual rel head setup
		faith_creation.0003 # Faith flags
		faith_creation.1000 # Notification event
	}
}

# Code on-action: character converts faith. Only fired when using the convert window, or the script effect that uses the same logic
# Root is the converted character
# scope:old_faith is the faith they used to have
# scope:actor is the character instigating the conversion
on_faith_conversion = {
	events = {
		faith_conversion.0001	# Convert capital county
		faith_conversion.0003	# Convert close family
		faith_conversion.1002	# Player-only narrative-notification event
		faith_conversion.1101   # Notify vassals of conversion
	}

	effect = {
	
		################ N3OW Dynamic Titles ##################
		if = {
			limit = {
				OR = {
					has_title = title:k_kuban
					has_title = title:d_volgorad
					has_title = title:c_volgograd
					has_title = title:b_volgograd
					has_title = title:e_france
					has_title = title:e_nistrenia
					has_title = title:e_europa
					has_title = title:e_britannia
				}
			}
			trigger_event = NEOW_dynamic_titles.1000
		}
		
		######################################################
		
		# EP3 - State Faith
		if = {
			limit = {
				OR = {
					government_allows = state_faith
					top_liege = { government_allows = state_faith }
				}
			}
			# Character uses decision to Adopt State Faith
			if = {
				limit = { has_character_flag = adopted_state_faith }
				top_liege = {
					if = {
						limit = {
							has_opinion_modifier = {
								target = root
								modifier = converted_to_state_faith_opinion
							}
						}
						remove_opinion = {
							target = root
							modifier = converted_to_state_faith_opinion
						}
					}
					every_vassal = {
						custom = every_governor_of_state_faith
						limit = {
							has_opinion_modifier = {
								target = root
								modifier = converted_to_state_faith_opinion
							}
						}
						remove_opinion = {
							target = root
							modifier = converted_to_state_faith_opinion
						}
					}
				}
			}

			# Character is converted to state faith and gains influence
			if = {
				limit = {
					faith = top_liege.primary_title.state_faith
					government_allows = administrative
				}
				change_influence = minor_influence_gain
				hidden_effect = {
					faith = { save_scope_as = old_faith }
					top_liege.faith = { save_scope_as = new_faith }
					create_character_memory = { type = adopted_state_faith_memory }
					scope:new_memory = {
						set_variable = {
							name = old_faith
							value = scope:old_faith
						}
						set_variable = {
							name = new_faith
							value = scope:new_faith
						}
						set_variable = {
							name = title
							value = root.top_liege.primary_title
						}
					}
				}
			}
		}
	}
}

# Code on-action: character changes faith. Not called when a character gets a faith on birth, creation, and similar
# Root is the character
# scope:old_faith is the faith they used to have
on_character_faith_change = {
	effect = {
		check_for_equal_doctrine_effect = yes
		every_held_title = {
			update_dynamic_coa = yes
		}

		# Struggles
		## Struggle Catalysts
		### Heir changes culture while under age
		if = {
			limit = {
				catalyst_very_important_child_change_culture_or_faith_preliminary_trigger = yes
			}
			random_parent = {
				limit = {
					any_character_struggle = {
						involvement = involved
					}
				}
				every_character_struggle = {
					involvement = involved
					activate_struggle_catalyst = {
						catalyst = catalyst_very_important_child_change_culture_or_faith
						character = root
					}
				}
			}
		}
#		## Struggle Effects
##		### persian_struggle: switching faith to anything that isn't an orthodox Sunni creed'll flip you to detractor.
##		if = {
##			limit = {
##				# Gotta be in the appropriate struggle.
##				any_character_struggle = { this = struggle:persian_struggle }
##				# Filter out pre-existing detractors.
##				NOT = { has_trait = fp3_struggle_detractor }
##				# Now, check the new faith.
##				exists = title:d_sunni.holder
##				OR = {
##					NOT = { exists = faith.religious_head }
##					NOT = { faith.religious_head = title:d_sunni.holder }
##				}
##			}
##			send_interface_toast = {
##				type = event_toast_effect_neutral
##				title = persian_struggle.tt.converted_away_from_sunni_orthodoxy
##				left_icon = root
##				hidden_effect = { remove_trait = fp3_struggle_supporter }
##				add_trait_force_tooltip = fp3_struggle_detractor
##			}
##		}
#
#		# Local conversion
#		if = {
#			limit = {
#				exists = root.capital_province
#				root.capital_province.faith = root.faith
#				any_character_struggle = {
#					involvement = involved
#					phase_has_catalyst = catalyst_convert_local_culture_faith
#					is_faith_involved_in_struggle = root.faith
#				}
#			}
#			every_character_struggle = {
#				involvement = involved
#				activate_struggle_catalyst = {
#					catalyst = catalyst_convert_local_culture_faith
#					character = root
#				}
#			}
#		}
#		else_if = { # Forced conversion
#			limit = {
#				any_character_struggle = {
#					involvement = involved
#					is_faith_involved_in_struggle = root.faith
#					phase_has_catalyst = catalyst_forced_conversion
#				}
#			}
#			every_character_struggle = {
#				involvement = involved
#				activate_struggle_catalyst = {
#					catalyst = catalyst_forced_conversion
#					character = root
#				}
#			}
#		}
#		else_if = {
#			limit = {
#				has_trait = fp3_struggle_supporter
#				any_character_struggle = {
#					involvement = involved
#					is_faith_involved_in_struggle = root.faith
#					phase_has_catalyst = catalyst_supporter_forced_conversion
#				}
#			}
#			every_character_struggle = {
#				involvement = involved
#				activate_struggle_catalyst = {
#					catalyst = catalyst_supporter_forced_conversion
#					character = root
#				}
#				log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_supporter_forced_conversion }
#			}
#		}
#		else_if = {
#			limit = {
#				has_trait = fp3_struggle_detractor
#				any_character_struggle = {
#					involvement = involved
#					is_faith_involved_in_struggle = root.faith
#					phase_has_catalyst = catalyst_detractor_forced_conversion
#				}
#			}
#			every_character_struggle = {
#				involvement = involved
#				activate_struggle_catalyst = {
#					catalyst = catalyst_detractor_forced_conversion
#					character = root
#				}
#				log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_detractor_forced_conversion }
#			}
#		}


		# Achievements
		if = {
			limit = { is_ai = no }

			if = { # FP2 - Basque In My Glory
				limit = { faith = faith:basque_pagan }
				add_achievement_global_variable_effect = {
					VARIABLE = fp2_basque_in_my_glory_achievement_unlocked
					VALUE = yes
				}
			}
		}

		# Hostage story cycle
		if = {
			limit = {
				is_hostage = yes
				is_adult = no
				# Did they just change to their captor's culture
				faith = warden.faith
			}
			save_scope_as = hostage
			warden = {
				trigger_event = bp2_yearly.8050
			}
		}

		if = {
			limit = {
				has_variable = japan_1010_discount
				var:japan_1010_discount = faith 
			}
			remove_variable = japan_1010_discount
		}

		if = {
			limit = {
				has_character_flag = tgp_japan_1040_discount
				faith.religion = religion:shintoism_religion
			}
			remove_character_flag = tgp_japan_1040_discount
		}

		#Lose Mandala if you change to a monotheist faith
		mandala_no_longer_polytheist_effect = yes
	}
	events = {
		faith_conversion.0002 # Remove obsolete modifiers
		faith_conversion.0004 # Convert Theocracies
		faith_conversion.0005 # Update marriage opinions
		great_holy_war.0025 # Replace Recipient for ongoing GHW
		great_holy_war.0029 # Beneficiary converted, remove and replace.
		great_holy_war.0059 # Clear Crusader traits on conversion.
		great_holy_war.0084 # Replace fallback ghw recipient
		great_holy_war.0085 # Remove pledged vassals upon conversion of their liege.
		war_event.3100		# Handles invalidation of religious wars
	}
}

# Code on-action: once a month for each faith
# Root is the faith
on_faith_monthly = {
	on_actions = {
		faith_holy_order_land_acquisition_pulse
		delay = { days = { 5 10 }}
		faith_heresy_events_pulse
		delay = { days = { 15 20 }}
		faith_fervor_events_pulse
	}
	events = {
		hajj.0010 #Someone changed their capital to Mecca without having the Hajjaj trait
		great_holy_war.0010 #Great Holy Wars are unlocked for a Faith.
		great_holy_war.0001
		great_holy_war.0022 #Pope harasses players for not pledging support to Crusade yet.
		great_holy_war.0030 #Monthly cleanup for Beneficiaries becoming unfit for various reasons.
	}
	effect = {
		# Religious migrants created by the County Conversion council task move somewhere safe
		random = {
			chance = 4 # Roughly once every 2 years
			save_scope_as = target_faith
			if = {
				limit = {
					exists = var:converted_development
					var:converted_development >= 1
					NOT = {
						has_doctrine_parameter = unreformed
					}
				}
				# Save all suitable rulers
				random = {
					chance = var:converted_development
					save_scope_as = faith_target
					every_independent_ruler = {
						limit = {
							is_landed = yes
							NOT = { government_has_flag = government_is_herder }
							# A very large area - enough for a province in north-western india to reach all of Borneo
							"this.capital_province.squared_distance(root.var:associated_county.title_province)" <= squared_distance_mega
							any_sub_realm_county = {
								faith = prev.faith
							}
							trigger_if = {
								limit = {
									has_variable_list = faiths_converted_in_counties
								}
								NOT = {
									is_target_in_variable_list = {
										name = faiths_converted_in_counties
										target = scope:target_faith
									}
								}
							}
						}
						add_to_list = migration_targets
						every_vassal = {
							limit = {
								is_landed = yes
								highest_held_title_tier >= tier_duchy
								any_sub_realm_county = {
									faith = prev.faith
								}
								trigger_if = {
									limit = {
										has_variable_list = faiths_converted_in_counties
									}
									NOT = {
										is_target_in_variable_list = {
											name = faiths_converted_in_counties
											target = scope:target_faith
										}
									}
								}
							}
							add_to_list = migration_targets
						}
					}
					every_player = {
						limit = {
							is_landed = yes
							NOT = { government_has_flag = government_is_herder }
							NOT = { is_in_list = migration_targets }
							# A vary large area - enough for a province in north-western india to reach all of Borneo
							"this.capital_province.squared_distance(root.var:associated_county.title_province)" <= squared_distance_mega
							any_sub_realm_county = {
								faith = prev.faith
							}
							trigger_if = {
								limit = {
									has_variable_list = faiths_converted_in_counties
								}
								NOT = {
									is_target_in_variable_list = {
										name = faiths_converted_in_counties
										target = scope:target_faith
									}
								}
							}
						}
						add_to_list = migration_targets
					}
					# If the faith is still large, they only want to move to same-faith rulers
					if = {
						limit = {
							num_county_followers >= 40
						}
						random_in_list = {
							list = migration_targets
							limit = {
								faith = root
								any_sub_realm_county = {
									faith = root
								}
								# Do NOT go within the same realm as you were converted from
								top_liege != scope:target_faith.var:associated_county.holder.top_liege
							}
							weight = {
								base = 1
								modifier = {
									add = 3
									is_ai = no
								}
								modifier = {
									add = 3
									government_has_flag = government_is_mandala
								}
								modifier = {
									add = 10
									highest_held_title_tier >= tier_kingdom
								}
								modifier = {
									add = root.var:converted_development
									NOT = { government_has_flag = government_is_nomadic }
									any_sub_realm_county = {
										count >= {
											value = root.var:converted_development
											divide = 2
										}
										faith = root
									}
								}
								modifier = {
									add = 0.1
									government_has_flag = government_is_nomadic
								}
								modifier = {
									add = 0.1
									highest_held_title_tier <= tier_county
								}
							}
							save_scope_as = ruler_target
							save_scope_as = seeking_same_faith_counties
							trigger_event = global_religion.1000
						}
					}
					# Smaller faiths can go wherever
					else = {
						random_in_list = {
							list = migration_targets
							limit = {
								NOR = {
									top_liege = scope:target_faith.var:associated_county.holder.top_liege # Do NOT go within the same realm as you were converted from
									faith = { has_doctrine = doctrine_pluralism_fundamentalist }
									culture = { has_cultural_tradition = tradition_zealous_people }
								}
								OR = {
									faith = {
										faith_hostility_level = {
											target = root
											value <= faith_astray_level
										}
									}
									faith = { has_doctrine = tenet_adaptive }
									faith = { has_doctrine_parameter = unreformed }
									faith = { has_doctrine = doctrine_pluralism_pluralistic }
									culture = { has_cultural_tradition = tradition_religion_blending }
									culture = { has_cultural_parameter = less_likely_to_force_conversion }
									has_trait = nomadic_philosophy
									AND = {
										is_ai = no
										has_perk = open_minded_perk
									}
								}
								any_held_title = {
									tier = tier_county
									faith = prev.faith
									trigger_if = {
										limit = {
											has_variable_list = faiths_converted_in_the_county
										}
										NOT = {
											is_target_in_variable_list = {
												name = faiths_converted_in_the_county
												target = scope:target_faith
											}
										}
									}
									trigger_if = {
										limit = {
											holder = {
												is_ai = yes
											}
										}
										holder = {
											is_ai = yes
										}
									}
								}
							}
							weight = {
								base = 1
								modifier = {
									add = 3
									is_ai = no
								}
								modifier = {
									add = 3
									government_has_flag = government_is_mandala
								}
								modifier = {
									add = 10
									highest_held_title_tier >= tier_kingdom
								}
								modifier = {
									add = root.var:converted_development
									NOT = { government_has_flag = government_is_nomadic }
									any_sub_realm_county = {
										count >= {
											value = root.var:converted_development
											divide = 2
										}
										faith = prev.faith
									}
								}
								modifier = {
									add = 0.1
									government_has_flag = government_is_nomadic
								}
								modifier = {
									add = 0.1
									highest_held_title_tier <= tier_county
								}
							}
							save_scope_as = ruler_target
							save_scope_as = seeking_any_counties
							trigger_event = global_religion.1000
						}
					}
				}
			}
		}
	}
}

faith_holy_order_land_acquisition_pulse = {
	trigger = {
		any_faith_holy_order = {
			always = yes
		}
	}

	random_events = {
		chance_to_happen = 17 # ~1 every six months
		chance_of_no_event = {
			value = 100
			every_faith_holy_order = {
				subtract = 5
			}
			every_ruler = {
				limit = {
					holy_order_1000_request_target_trigger = yes
				}
				subtract = 5
			}
			if = {
				limit = {
					NOT = {
						any_faith_holy_order = {
							num_leased_titles < holy_order_barony_number_soft_threshold
						}
					}
				}
				add = 80
			}
			min = 30
		}
		100 = 0
		500 = holy_order.1000
	}
}

faith_heresy_events_pulse = {
	trigger = {
		fervor <= 40
		NOR = {
			has_doctrine_parameter = unreformed
			has_variable = current_heresy
		}
	}

	random_events = {
		chance_to_happen = 25
		chance_of_no_event = {
			if = {
				limit = { fervor > 30 }
				value = 90
			}
			else_if = {
				limit = { fervor > 20 }
				value = 70
			}
			else_if = {
				limit = { fervor > 10 }
				value = 40
			}
		}
		100 = heresy.0001
		100 = heresy.0005
	}
}

faith_fervor_events_pulse = {
	trigger = {
		NOR = {
			has_doctrine_parameter = unreformed
			has_variable = recent_fervor_event
		}
	}

	random_events = {
		chance_to_happen = 6 # ~53% chance of occurring within a given year. 90% chance within 3 years, 99.8% chance within 5.
		100 = fervor.1001
		100 = fervor.2001
	}
}

pagan_conversion_pulse = {
	trigger = { #Is the character ready to convert?
		is_ai = yes
		OR = {
			top_liege = this
			AND = { # Steppe people convert a bit more often & freely
				capital_province ?= { geographical_region = world_steppe }
				primary_title.tier >= tier_duchy
			}
		}
		government_has_flag = government_is_tribal
		OR = {
			has_realm_law = tribal_authority_2
			has_realm_law = tribal_authority_3
		}
		faith = { has_doctrine_parameter = unreformed }
		prestige_level >= 1 #lower than the regular requirement to make sure some rulers can convert
		trigger_if = { # Lighten the dev requirements progressively
			limit = {
				OR = {
					current_date <= 950.1.1
					AND = {
						capital_province ?= { geographical_region = world_steppe }
						primary_title.tier >= tier_duchy
					}
				}
			}
			capital_province.county = {
				development_level >= 7 #lower than the regular requirement to make sure some rulers can convert
			}
		}
		trigger_else_if = {
			limit = {
				current_date <= 1000.1.1
			}
			capital_province.county = {
				development_level >= 6 #lower than the regular requirement to make sure some rulers can convert
			}
		}
		trigger_else = {
			capital_province.county = {
				development_level >= 5 #lower than the regular requirement to make sure some rulers can convert
			}
		}

		culture = {
			calc_true_if = {
				amount >= 7
				has_innovation = innovation_motte
				has_innovation = innovation_catapult
				has_innovation = innovation_barracks
				has_innovation = innovation_mustering_grounds
				has_innovation = innovation_bannus
				has_innovation = innovation_quilted_armor
				has_innovation = innovation_gavelkind
				has_innovation = innovation_crop_rotation
				has_innovation = innovation_city_planning
				has_innovation = innovation_casus_belli
				has_innovation = innovation_plenary_assemblies
				has_innovation = innovation_ledger
				has_innovation = innovation_development_01
				has_innovation = innovation_currency_01
			}
		}
	}

	events = {
	#	global_religion.0001 #Pagan reformed by neighbor, spouse, soulmate, friend, or geographic location
	}
}

# Code on-action: when a great holy war no longer has a valid target, and there was no one left in the target kingdom to replace them. The target scopes will still point to the last target at this point
# If a new target is not picked in script, the GHW will be invalidated
# Root is the great holy war
on_potential_great_holy_war_invalidation = {
	events = {
		great_holy_war.0004
	}
}

# Code on-action: when on_potential_great_holy_war_invalidation did not find a new target, and the GHW is about to be destroyed. no way out at this point
# Root is the great holy war
on_great_holy_war_invalidation = {
	events = {
		great_holy_war.0055 #Send notifications to players.
	}
}

# Code on-action: when the GHW's war launch countdown hits zero. If a war is not started at this point, the GHW will invalidate, bypassing on_potential_great_holy_war_invalidation but not on_great_holy_war_invalidation
# Root is the great holy war
on_great_holy_war_countdown_end = {
	trigger = { #Only launch the holy war if attacker strength is above one third of defender. 
		ghw_attackers_strength >= third_of_defenders_strength
	}
	events = {
		great_holy_war.0005
	}
}

# Code on-action: when a character in a GHW is replaced. This can only happen when the war has begun, and a participant dies; if they get replaced in the war by someone of the right faith, then this will get called. Can be used to validate their benficiary, for instance
# Root is character being replaced
# scope:great_holy_war is the GHW
# scope:replacement is the replacement character
on_great_holy_war_participant_replaced = {
	events = {
		great_holy_war.0027 #Refresh Beneficiary for AI.
	}
}
