########################################
# Journey state
########################################

cr_pilgrimage_clear_destination_flags_effect = {
	clr_character_flag = cr_pilgrimage_to_jerusalem
	clr_character_flag = cr_pilgrimage_to_rome
	clr_character_flag = cr_pilgrimage_to_santiago
	clr_character_flag = cr_pilgrimage_to_canterbury
	clr_character_flag = cr_pilgrimage_to_cologne
	clr_character_flag = cr_pilgrimage_to_constantinople
	clr_character_flag = cr_pilgrimage_to_antioch
	clr_character_flag = cr_pilgrimage_to_axum
	clr_character_flag = cr_pilgrimage_to_alexandria
	clr_character_flag = cr_pilgrimage_to_aachen
	clr_character_flag = cr_pilgrimage_to_ephesus
	clr_character_flag = cr_pilgrimage_to_ravenna
}

cr_pilgrimage_randomize_land_threshold_effect = {
	clr_character_flag = cr_pilgrimage_threshold_3
	clr_character_flag = cr_pilgrimage_threshold_4
	random_list = {
		50 = { set_character_flag = cr_pilgrimage_threshold_3 }
		50 = { set_character_flag = cr_pilgrimage_threshold_4 }
	}
}

cr_pilgrimage_randomize_ai_leg_effect = {
	clr_character_flag = cr_pilgrimage_ai_leg_short
	clr_character_flag = cr_pilgrimage_ai_leg_medium
	clr_character_flag = cr_pilgrimage_ai_leg_long
	random_list = {
		25 = { set_character_flag = cr_pilgrimage_ai_leg_short }
		50 = { set_character_flag = cr_pilgrimage_ai_leg_medium }
		25 = { set_character_flag = cr_pilgrimage_ai_leg_long }
	}
}

cr_pilgrimage_clear_ai_resolution_effect = {
	clr_character_flag = cr_pilgrimage_ai_advance
	clr_character_flag = cr_pilgrimage_ai_delay
	clr_character_flag = cr_pilgrimage_ai_setback
	clr_character_flag = cr_pilgrimage_ai_failure
}

# AI travel is simulated, but its outcome remains character-driven. Illness can
# impede a journey; deliberate failings are weighted toward culpable characters.
cr_pilgrimage_roll_ai_journey_effect = {
	cr_pilgrimage_clear_ai_resolution_effect = yes
	random_list = {
		80 = {
			modifier = { factor = 1.35 trait = diligent }
			modifier = { factor = 1.20 trait = patient }
			modifier = { factor = 1.50 trait = organizer }
			modifier = { factor = 1.15 trait = brave }
			modifier = { factor = 1.10 trait = strong }
			modifier = { factor = 1.20 trait = robust }
			modifier = { factor = 1.15 martial = 15 }
			modifier = { factor = 1.20 stewardship = 15 }
			modifier = { factor = 1.10 learning = 15 }
			modifier = { factor = 0.70 trait = slothful }
			modifier = { factor = 0.85 trait = craven }
			modifier = { factor = 0.80 trait = drunkard }
			modifier = { factor = 0.75 trait = depressed }
			modifier = { factor = 0.80 trait = weak }
			modifier = { factor = 0.50 trait = infirm }
			modifier = { factor = 0.10 trait = incapable }
			modifier = { factor = 0.85 trait = chaste }
			set_character_flag = cr_pilgrimage_ai_advance
		}
		15 = {
			modifier = { factor = 1.60 trait = slothful }
			modifier = { factor = 1.35 trait = drunkard }
			modifier = { factor = 1.25 trait = stressed }
			modifier = { factor = 1.40 trait = depressed }
			modifier = { factor = 1.20 trait = weak }
			modifier = { factor = 2.00 trait = infirm }
			modifier = { factor = 4.00 trait = incapable }
			modifier = { factor = 0.60 trait = organizer }
			modifier = { factor = 0.70 trait = diligent }
			modifier = { factor = 0.85 trait = patient }
			modifier = { factor = 0.75 stewardship = 15 }
			set_character_flag = cr_pilgrimage_ai_delay
		}
		4 = {
			modifier = { factor = 1.40 trait = craven }
			modifier = { factor = 1.50 trait = weak }
			modifier = { factor = 2.50 trait = infirm }
			modifier = { factor = 1.40 trait = drunkard }
			modifier = { factor = 1.30 trait = stressed }
			modifier = { factor = 1.50 NOT = { martial = 8 } }
			modifier = { factor = 1.30 NOT = { stewardship = 8 } }
			modifier = { factor = 0.65 trait = strong }
			modifier = { factor = 0.60 trait = robust }
			modifier = { factor = 0.75 trait = brave }
			modifier = { factor = 0.70 trait = organizer }
			modifier = { factor = 0.70 martial = 15 }
			set_character_flag = cr_pilgrimage_ai_setback
		}
		1 = {
			modifier = { factor = 2.50 trait = slothful }
			modifier = { factor = 1.75 trait = craven }
			modifier = { factor = 1.50 trait = cynical }
			modifier = { factor = 2.50 trait = chaste }
			modifier = { factor = 1.75 trait = depressed }
			modifier = { factor = 1.50 trait = drunkard }
			modifier = { factor = 0.45 trait = diligent }
			modifier = { factor = 0.65 trait = patient }
			modifier = { factor = 0.75 trait = brave }
			modifier = { factor = 0.55 trait = zealous }
			modifier = { factor = 0.65 trait = lustful }
			modifier = { factor = 0.75 trait = hedonist }
			modifier = { factor = 0.85 trait = seducer }
			modifier = { factor = 0.85 trait = seductress }
			modifier = { factor = 0.65 trait = organizer }
			modifier = { factor = 0.75 learning = 15 }
			set_character_flag = cr_pilgrimage_ai_failure
		}
	}
}

cr_pilgrimage_clear_neglect_effect = {
	clr_character_flag = cr_pilgrimage_moved_this_month
	clr_character_flag = cr_pilgrimage_command_warning
	clr_character_flag = cr_pilgrimage_neglect_1
	clr_character_flag = cr_pilgrimage_neglect_2
	clr_character_flag = cr_pilgrimage_neglect_3
	clr_character_flag = cr_pilgrimage_neglect_4
	remove_character_modifier = cr_pilgrimage_neglect_warning
	remove_character_modifier = cr_pilgrimage_neglect_severe
}

cr_pilgrimage_suspend_neglect_effect = {
	remove_character_modifier = cr_pilgrimage_neglect_warning
	remove_character_modifier = cr_pilgrimage_neglect_severe
}

cr_pilgrimage_clear_journey_effect = {
	clr_character_flag = activated_pilgrimage
	clr_character_flag = preparing_pilgrimage
	clr_character_flag = cr_pilgrimage_active
	clr_character_flag = cr_orthodox_pilgrimage_active
	clr_character_flag = cr_pilgrimage_outbound
	clr_character_flag = cr_pilgrimage_returning
	clr_character_flag = cr_pilgrimage_ship_hired
	clr_character_flag = cr_pilgrimage_dispatch_land
	clr_character_flag = cr_pilgrimage_dispatch_sea
	clr_character_flag = cr_pilgrimage_ai_journey
	clr_character_flag = cr_pilgrimage_ai_leg_short
	clr_character_flag = cr_pilgrimage_ai_leg_medium
	clr_character_flag = cr_pilgrimage_ai_leg_long
	cr_pilgrimage_clear_ai_resolution_effect = yes
	cr_pilgrimage_clear_destination_flags_effect = yes
	cr_pilgrimage_suspend_neglect_effect = yes
	clr_character_flag = cr_pilgrimage_moved_this_month
	clr_character_flag = cr_pilgrimage_threshold_3
	clr_character_flag = cr_pilgrimage_threshold_4
	set_variable = { which = cr_pilgrimage_province_counter value = 0 }
	set_variable = { which = cr_pilgrimage_monthly_cost value = 0 }
	set_variable = { which = cr_pilgrimage_ai_progress value = 0 }
	remove_character_modifier = cr_pilgrimage_active_modifier
	disband_event_forces = cr_pilgrimage_escort
	disband_event_forces = cr_pilgrimage_ship
	clear_persistent_event_target = cr_pilgrimage_home
}

cr_pilgrimage_begin_journey_effect = {
	clr_character_flag = activated_pilgrimage
	clr_character_flag = preparing_pilgrimage
	set_character_flag = cr_pilgrimage_active
	set_character_flag = cr_pilgrimage_outbound
	clr_character_flag = cr_pilgrimage_returning
	clr_character_flag = cr_pilgrimage_dispatch_land
	clr_character_flag = cr_pilgrimage_dispatch_sea
	set_variable = { which = cr_pilgrimage_province_counter value = 0 }
	cr_pilgrimage_randomize_land_threshold_effect = yes
	save_persistent_event_target = {
		name = cr_pilgrimage_home
		scope = capital_scope
	}
	add_character_modifier = {
		name = cr_pilgrimage_active_modifier
		duration = -1
	}
	if = {
		limit = { ai = no }
		spawn_unit = {
			province = capital_scope
			home = capital_scope
			owner = ROOT
			leader = ROOT
			earmark = cr_pilgrimage_escort
			cannot_inherit = yes
			disband_on_peace = no
			attrition = 0
			maintenance_multiplier = 1.0
			reinforces = yes
			reinforce_rate_multiplier = 1.0
			troops = {
				knights = { 100 100 }
			}
		}
	}
	if = {
		limit = { ai = yes }
		set_character_flag = cr_pilgrimage_ai_journey
		set_character_flag = cr_pilgrimage_moved_this_month
		set_variable = { which = cr_pilgrimage_ai_progress value = 0 }
		cr_pilgrimage_randomize_ai_leg_effect = yes
		character_event = { id = SoA.5090 days = 20 }
	}
}

cr_pilgrimage_spawn_ship_effect = {
	# AI pilgrimage travel is simulated; only a player receives a physical fleet.
	if = {
		limit = { ai = no }
		set_character_flag = cr_pilgrimage_ship_hired
		spawn_fleet = {
			province = closest
			owner = ROOT
			earmark = cr_pilgrimage_ship
			cannot_inherit = yes
			disband_on_peace = no
			troops = {
				galleys = { 1 1 }
			}
		}
	}
}

cr_pilgrimage_begin_return_effect = {
	clr_character_flag = cr_pilgrimage_outbound
	set_character_flag = cr_pilgrimage_returning
	set_variable = { which = cr_pilgrimage_province_counter value = 0 }
	cr_pilgrimage_randomize_land_threshold_effect = yes
	if = {
		limit = { has_character_flag = cr_pilgrimage_ai_journey }
		set_variable = { which = cr_pilgrimage_ai_progress value = 0 }
		cr_pilgrimage_randomize_ai_leg_effect = yes
	}
}

cr_pilgrimage_finish_jerusalem_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_jerusalem } } add_trait = cr_pilgrim_jerusalem }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_rome_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_rome } } add_trait = cr_pilgrim_rome }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_santiago_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_santiago } } add_trait = cr_pilgrim_santiago }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_canterbury_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_canterbury } } add_trait = cr_pilgrim_canterbury }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_cologne_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_cologne } } add_trait = cr_pilgrim_cologne }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_constantinople_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_constantinople } } add_trait = cr_pilgrim_constantinople }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_antioch_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_antioch } } add_trait = cr_pilgrim_antioch }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_axum_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_axum } } add_trait = cr_pilgrim_axum }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_alexandria_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_alexandria } } add_trait = cr_pilgrim_alexandria }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_aachen_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_aachen } } add_trait = cr_pilgrim_aachen }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_ephesus_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_ephesus } } add_trait = cr_pilgrim_ephesus }
	cr_pilgrimage_begin_return_effect = yes
}
cr_pilgrimage_finish_ravenna_effect = {
	if = { limit = { NOT = { trait = cr_pilgrim_ravenna } } add_trait = cr_pilgrim_ravenna }
	cr_pilgrimage_begin_return_effect = yes
}

########################################
# Attribute and trait resolutions
########################################

cr_pilgrimage_resolve_diplomacy_effect = {
	random_list = {
		60 = {
			modifier = { factor = 1.75 diplomacy = 18 }
			modifier = { factor = 1.40 diplomacy = 12 }
			modifier = { factor = 1.35 trait = gregarious }
			modifier = { factor = 1.20 trait = kind }
			modifier = { factor = 0.70 trait = shy }
			prestige = 20
			piety = 10
			cr_gain_diplomacy_good_ending_trait_effect = yes
		}
		40 = {
			modifier = { factor = 1.80 NOT = { diplomacy = 8 } }
			modifier = { factor = 1.35 trait = shy }
			modifier = { factor = 0.65 diplomacy = 16 }
			prestige = -15
			cr_gain_diplomacy_bad_ending_trait_effect = yes
			random = { chance = 15 if = { limit = { NOT = { trait = stressed } } add_trait = stressed } }
		}
	}
}

cr_pilgrimage_resolve_martial_effect = {
	random_list = {
		60 = {
			modifier = { factor = 1.75 martial = 18 }
			modifier = { factor = 1.40 martial = 12 }
			modifier = { factor = 1.35 trait = brave }
			modifier = { factor = 1.20 trait = patient }
			modifier = { factor = 0.60 trait = craven }
			prestige = 30
			cr_gain_martial_good_ending_trait_effect = yes
		}
		40 = {
			modifier = { factor = 1.80 NOT = { martial = 8 } }
			modifier = { factor = 1.45 trait = craven }
			modifier = { factor = 0.65 martial = 16 }
			prestige = -20
			cr_gain_martial_bad_ending_trait_effect = yes
			random = { chance = 20 if = { limit = { NOT = { trait = wounded } } add_trait = wounded } }
		}
	}
}

cr_pilgrimage_resolve_stewardship_effect = {
	random_list = {
		60 = {
			modifier = { factor = 1.75 stewardship = 18 }
			modifier = { factor = 1.40 stewardship = 12 }
			modifier = { factor = 1.30 trait = diligent }
			modifier = { factor = 1.20 trait = patient }
			modifier = { factor = 0.70 trait = slothful }
			wealth = 10
			prestige = 10
			cr_gain_stewardship_good_ending_trait_effect = yes
		}
		40 = {
			modifier = { factor = 1.80 NOT = { stewardship = 8 } }
			modifier = { factor = 1.35 trait = slothful }
			modifier = { factor = 0.65 stewardship = 16 }
			wealth = -15
			prestige = -10
			cr_gain_stewardship_bad_ending_trait_effect = yes
		}
	}
}

cr_pilgrimage_resolve_intrigue_effect = {
	random_list = {
		60 = {
			modifier = { factor = 1.75 intrigue = 18 }
			modifier = { factor = 1.40 intrigue = 12 }
			modifier = { factor = 1.30 trait = deceitful }
			modifier = { factor = 1.20 trait = patient }
			modifier = { factor = 0.70 trait = honest }
			prestige = 20
			wealth = 5
			cr_gain_intrigue_good_ending_trait_effect = yes
		}
		40 = {
			modifier = { factor = 1.80 NOT = { intrigue = 8 } }
			modifier = { factor = 1.30 trait = honest }
			modifier = { factor = 0.65 intrigue = 16 }
			prestige = -20
			cr_gain_intrigue_bad_ending_trait_effect = yes
			random = { chance = 15 if = { limit = { NOT = { trait = stressed } } add_trait = stressed } }
		}
	}
}

cr_pilgrimage_resolve_learning_effect = {
	random_list = {
		60 = {
			modifier = { factor = 1.75 learning = 18 }
			modifier = { factor = 1.40 learning = 12 }
			modifier = { factor = 1.35 trait = scholar }
			modifier = { factor = 1.25 trait = theologian }
			modifier = { factor = 0.70 trait = cynical }
			piety = 35
			cr_gain_learning_good_ending_trait_effect = yes
			random = { chance = 10 change_learning = 1 }
		}
		40 = {
			modifier = { factor = 1.80 NOT = { learning = 8 } }
			modifier = { factor = 1.35 trait = cynical }
			modifier = { factor = 0.65 learning = 16 }
			piety = -10
			cr_gain_learning_bad_ending_trait_effect = yes
			random = { chance = 15 if = { limit = { NOT = { trait = stressed } } add_trait = stressed } }
		}
	}
}

cr_pilgrimage_find_companion_effect = {
	clear_event_target = cr_pilgrimage_companion
	location = {
		random_province_character = {
			limit = { cr_valid_intimacy_partner_trigger = yes }
			save_event_target_as = cr_pilgrimage_companion
		}
	}
}

cr_pilgrimage_resolve_sacred_intimacy_effect = {
	random_list = {
		60 = {
			modifier = { factor = 1.55 intrigue = 15 }
			modifier = { factor = 1.45 diplomacy = 15 }
			modifier = { factor = 1.35 trait = lustful }
			modifier = { factor = 1.30 trait = hedonist }
			modifier = { factor = 1.25 trait = seducer }
			modifier = { factor = 1.25 trait = seductress }
			modifier = { factor = 1.20 trait = fair }
			modifier = { factor = 0.70 trait = shy }
			piety = 35
			prestige = 20
			if = {
				limit = { event_target:cr_pilgrimage_companion = { always = yes } }
				event_target:cr_pilgrimage_companion = { save_event_target_as = cr_intimacy_partner }
				cr_resolve_contextual_intimacy_effect = yes
				clear_event_target = cr_intimacy_partner
			}
			cr_gain_carnal_good_ending_trait_effect = yes
		}
		40 = {
			modifier = { factor = 1.60 NOT = { intrigue = 8 } }
			modifier = { factor = 1.45 NOT = { diplomacy = 8 } }
			modifier = { factor = 1.30 trait = shy }
			modifier = { factor = 0.65 intrigue = 16 }
			prestige = -20
			piety = 5
			cr_gain_intrigue_bad_ending_trait_effect = yes
			random = { chance = 20 if = { limit = { NOT = { trait = stressed } } add_trait = stressed } }
		}
	}
	clear_event_target = cr_pilgrimage_companion
}

cr_pilgrimage_resolve_caution_effect = {
	random_list = {
		65 = {
			modifier = { factor = 1.50 stewardship = 14 }
			modifier = { factor = 1.35 learning = 14 }
			modifier = { factor = 1.25 trait = patient }
			modifier = { factor = 1.20 trait = temperate }
			piety = 10
			cr_gain_temperate_good_ending_trait_effect = yes
		}
		35 = {
			modifier = { factor = 1.50 NOT = { stewardship = 8 } }
			modifier = { factor = 1.30 trait = arbitrary }
			modifier = { factor = 0.70 learning = 16 }
			prestige = -5
			cr_gain_stewardship_bad_ending_trait_effect = yes
			random = { chance = 10 if = { limit = { NOT = { trait = stressed } } add_trait = stressed } }
		}
	}
}

########################################
# Current-treasury neglect costs
########################################

cr_pilgrimage_cost_05_effect = {
	if = {
		limit = { wealth = 1 }
		export_to_variable = { which = cr_pilgrimage_monthly_cost value = wealth }
		multiply_variable = { which = cr_pilgrimage_monthly_cost value = -0.05 }
		wealth = cr_pilgrimage_monthly_cost
	}
	else = { wealth = -1 }
	piety = -25
	prestige = -25
}

cr_pilgrimage_cost_10_effect = {
	if = {
		limit = { wealth = 1 }
		export_to_variable = { which = cr_pilgrimage_monthly_cost value = wealth }
		multiply_variable = { which = cr_pilgrimage_monthly_cost value = -0.10 }
		wealth = cr_pilgrimage_monthly_cost
	}
	else = { wealth = -1 }
	piety = -50
	prestige = -50
}

cr_pilgrimage_cost_20_effect = {
	if = {
		limit = { wealth = 1 }
		export_to_variable = { which = cr_pilgrimage_monthly_cost value = wealth }
		multiply_variable = { which = cr_pilgrimage_monthly_cost value = -0.20 }
		wealth = cr_pilgrimage_monthly_cost
	}
	else = { wealth = -1 }
	piety = -75
	prestige = -75
}

cr_pilgrimage_cost_25_effect = {
	if = {
		limit = { wealth = 1 }
		export_to_variable = { which = cr_pilgrimage_monthly_cost value = wealth }
		multiply_variable = { which = cr_pilgrimage_monthly_cost value = -0.25 }
		wealth = cr_pilgrimage_monthly_cost
	}
	else = { wealth = -1 }
	piety = -100
	prestige = -100
}

########################################
# Papal punishment and reconciliation
########################################

cr_pilgrimage_disband_papal_hosts_effect = {
	if = {
		limit = { persistent_event_target:cr_pilgrimage_legate = { always = yes } }
		persistent_event_target:cr_pilgrimage_legate = {
			disband_event_forces = cr_papal_host_1
			disband_event_forces = cr_papal_host_2
			disband_event_forces = cr_papal_host_3
			disband_event_forces = cr_papal_host_4
		}
	}
}

cr_pilgrimage_clear_crisis_state_effect = {
	cr_pilgrimage_disband_papal_hosts_effect = yes
	clr_character_flag = cr_pilgrimage_crisis
	clr_character_flag = cr_pilgrimage_penance_pending
	clr_character_flag = cr_pilgrimage_penance_tithe
	clr_character_flag = cr_pilgrimage_penance_abasement
	clr_character_flag = cr_pilgrimage_penance_submission
	remove_character_modifier = cr_pilgrimage_crisis_modifier
	clear_persistent_event_target = cr_pilgrimage_legate
}

cr_pilgrimage_end_papal_wars_effect = {
	any_war = {
		limit = {
			OR = {
				using_cb = cr_papal_chastisement
				using_cb = cr_crusade_of_penance
			}
		}
		end_war = invalid
	}
}

cr_pilgrimage_reconcile_effect = {
	cr_pilgrimage_end_papal_wars_effect = yes
	cr_pilgrimage_clear_crisis_state_effect = yes
	excommunicate = no
	add_character_modifier = {
		name = cr_pilgrimage_reconciled
		duration = 1825
	}
}

cr_pilgrimage_create_chastisement_effect = {
	save_event_target_as = cr_pilgrimage_offender

	if = {
		limit = { persistent_event_target:cr_pilgrimage_legate = { always = yes } }
		persistent_event_target:cr_pilgrimage_legate = {
			disband_event_forces = cr_papal_host_1
			disband_event_forces = cr_papal_host_2
			disband_event_forces = cr_papal_host_3
			disband_event_forces = cr_papal_host_4
			if = { limit = { is_alive = yes war = no } death = yes }
		}
		clear_persistent_event_target = cr_pilgrimage_legate
	}

	333 = {
		create_character = {
			random_traits = no
			dynasty = none
			religion = catholic
			culture = italian
			female = no
			age = 40
			health = 7
			fertility = 0
			trait = zealous
			trait = brilliant_strategist
			trait = brave
			attributes = {
				diplomacy = 12
				martial = 18
				stewardship = 10
				intrigue = 12
				learning = 15
			}
		}
		new_character = {
			set_character_flag = cr_papal_pilgrimage_legate
			save_event_target_as = cr_new_pilgrimage_legate
			create_title = {
				tier = DUKE
				landless = yes
				temporary = yes
				short_name = yes
				culture = THIS
				name = CR_PILGRIMAGE_LEGATE_HOST
				ruler = CR_PILGRIMAGE_LEGATE
				ruler_female = CR_PILGRIMAGE_LEGATE_FEMALE
				holder = THIS
			}
		}
	}

	save_persistent_event_target = {
		name = cr_pilgrimage_legate
		scope = event_target:cr_new_pilgrimage_legate
	}
	event_target:cr_new_pilgrimage_legate = {
		save_event_target_as = cr_pilgrimage_war_legate
	}

	event_target:cr_new_pilgrimage_legate = {
		spawn_unit = {
			province = 333 home = 333 owner = THIS leader = THIS earmark = cr_papal_host_1
			cannot_inherit = yes disband_on_peace = yes attrition = 0.05 maintenance_multiplier = 0 reinforces = yes reinforce_rate_multiplier = 1.0
			troops = { light_infantry = { 2000 2000 } heavy_infantry = { 2500 2500 } pikemen = { 1500 1500 } archers = { 2000 2000 } light_cavalry = { 1000 1000 } knights = { 1000 1000 } }
		}
		spawn_unit = {
			province = 333 home = 333 owner = THIS leader = THIS earmark = cr_papal_host_2
			cannot_inherit = yes disband_on_peace = yes attrition = 0.05 maintenance_multiplier = 0 reinforces = yes reinforce_rate_multiplier = 1.0
			troops = { light_infantry = { 2000 2000 } heavy_infantry = { 2500 2500 } pikemen = { 1500 1500 } archers = { 2000 2000 } light_cavalry = { 1000 1000 } knights = { 1000 1000 } }
		}
		spawn_unit = {
			province = 333 home = 333 owner = THIS leader = THIS earmark = cr_papal_host_3
			cannot_inherit = yes disband_on_peace = yes attrition = 0.05 maintenance_multiplier = 0 reinforces = yes reinforce_rate_multiplier = 1.0
			troops = { light_infantry = { 2000 2000 } heavy_infantry = { 2500 2500 } pikemen = { 1500 1500 } archers = { 2000 2000 } light_cavalry = { 1000 1000 } knights = { 1000 1000 } }
		}
		spawn_unit = {
			province = 333 home = 333 owner = THIS leader = THIS earmark = cr_papal_host_4
			cannot_inherit = yes disband_on_peace = yes attrition = 0.05 maintenance_multiplier = 0 reinforces = yes reinforce_rate_multiplier = 1.0
			troops = { light_infantry = { 2000 2000 } heavy_infantry = { 2500 2500 } pikemen = { 1500 1500 } archers = { 2000 2000 } light_cavalry = { 1000 1000 } knights = { 1000 1000 } }
		}
	}

	if = {
		limit = { has_global_flag = christian_crusades_unlocked }
		unsafe_war = {
			target = event_target:cr_new_pilgrimage_legate
			casus_belli = cr_crusade_of_penance
		}
	}
	else = {
		unsafe_war = {
			target = event_target:cr_new_pilgrimage_legate
			casus_belli = cr_papal_chastisement
		}
	}

	any_character = {
		limit = {
			is_alive = yes
			is_ruler = yes
			is_landed = yes
			higher_tier_than = BARON
			religion = catholic
			NOT = { character = ROOT }
			NOT = { character = event_target:cr_new_pilgrimage_legate }
		}
		if = {
			limit = { ai = yes }
			join_defender_wars = event_target:cr_pilgrimage_war_legate
		}
		else = {
			long_character_event = { id = cr_pilgrimage_punishment.21 }
		}
	}
}

cr_pilgrimage_start_crisis_effect = {
	cr_pilgrimage_clear_journey_effect = yes
	set_character_flag = cr_pilgrimage_crisis
	excommunicate = yes
	add_character_modifier = {
		name = cr_pilgrimage_crisis_modifier
		duration = -1
	}
	cr_pilgrimage_create_chastisement_effect = yes
}

cr_pilgrimage_penance_tithe_effect = {
	if = {
		limit = { wealth = 0 }
		export_to_variable = { which = cr_pilgrimage_monthly_cost value = wealth }
		multiply_variable = { which = cr_pilgrimage_monthly_cost value = -0.50 }
		wealth = cr_pilgrimage_monthly_cost
	}
	piety = -500
	cr_pilgrimage_reconcile_effect = yes
}

cr_pilgrimage_penance_abasement_effect = {
	prestige = -1500
	piety = -750
	if = { limit = { trait = proud } remove_trait = proud }
	if = { limit = { NOT = { trait = humble } } add_trait = humble }
	cr_pilgrimage_reconcile_effect = yes
}

cr_pilgrimage_penance_submission_effect = {
	if = {
		limit = { wealth = 0 }
		export_to_variable = { which = cr_pilgrimage_monthly_cost value = wealth }
		multiply_variable = { which = cr_pilgrimage_monthly_cost value = -0.25 }
		wealth = cr_pilgrimage_monthly_cost
	}
	prestige = -750
	piety = -1000
	cr_pilgrimage_reconcile_effect = yes
}
