﻿
domcom_blood_succession_war = {
    group = event
    target_titles = none
    ai = no
    white_peace_possible = no
    should_check_for_interface_availability = no
    target_top_liege_if_outside_realm = no
    war_name = DOMCOM_BLOOD_SUCCESSION_WAR_NAME
    truce_days = 1825

    allowed_for_character = { always = yes }
    allowed_against_character = { always = yes }
    valid_to_start = {
        scope:defender = {
            is_alive = yes
            is_landed = yes
            has_character_flag = domcom_owned_cuck
            has_variable = domcom_patron
            var:domcom_patron = scope:attacker
            domcom_can_demand_abdication_for_blood_trigger = { PATRON = scope:attacker }
        }
    }

    on_primary_attacker_death = invalidate
    on_primary_defender_death = invalidate

    should_invalidate = {
        NOT = {
            scope:defender = {
                domcom_can_demand_abdication_for_blood_trigger = { PATRON = scope:attacker }
            }
        }
    }

    on_declaration = {
        scope:attacker = {
            add_character_modifier = domcom_blood_succession_war_buff
        }
    }

    on_victory = {
        scope:attacker = {
            remove_character_modifier = domcom_blood_succession_war_buff
            save_scope_as = domcom_abdication_patron
        }
        scope:defender = {
            remove_character_flag = domcom_blood_abdication_pending
            domcom_abdicate_to_blood_effect = yes
        }
    }

    on_defeat = {
        scope:attacker = { remove_character_modifier = domcom_blood_succession_war_buff }
        scope:defender = { domcom_player_wins_blood_war_effect = yes }
    }

    on_invalidated = {
        scope:attacker = { remove_character_modifier = domcom_blood_succession_war_buff }
        scope:defender = { remove_character_flag = domcom_blood_abdication_pending }
    }

    on_victory_desc = { desc = domcom_blood_succession_war_victory_desc }
    on_defeat_desc = { desc = domcom_blood_succession_war_defeat_desc }
    on_white_peace_desc = { desc = domcom_blood_succession_war_white_peace_desc }
    on_invalidated_desc = { desc = domcom_blood_succession_war_invalidated_desc }
}


domcom_human_ai_containment_war = {
    group = event
    target_titles = none
    # Scripted-response only. Leaving ai=yes let CK3's generic CB selection consider this war in
    # addition to Dominion's authored annual threat roll, which could create containment-war spam.
    ai = no
    white_peace_possible = yes
    should_check_for_interface_availability = no
    target_top_liege_if_outside_realm = no
    war_name = DOMCOM_HUMAN_AI_CONTAINMENT_WAR_NAME
    truce_days = 1825
    allowed_for_character = { is_ai = yes is_landed = yes }
    allowed_against_character = { has_trait = domcom_human_among_ai_trait }
    valid_to_start = { scope:defender = { is_alive = yes has_trait = domcom_human_among_ai_trait } }
    on_primary_attacker_death = invalidate
    on_primary_defender_death = invalidate
    should_invalidate = { NOT = { scope:defender = { has_trait = domcom_human_among_ai_trait } } }
    on_victory = { scope:defender = { add_character_modifier = { modifier = domcom_human_ai_contained_modifier years = 3 } } scope:attacker = { add_prestige = 1000 } }
    on_defeat = { start_tributary_interaction_effect = { TRIBUTARY = scope:attacker SUZERAIN = scope:defender } scope:defender = { add_prestige = 500 } }
    on_white_peace = { scope:attacker = { add_prestige = 100 } }
    on_victory_desc = { desc = DOMCOM_HUMAN_AI_CONTAINMENT_VICTORY_DESC }
    on_defeat_desc = { desc = DOMCOM_HUMAN_AI_CONTAINMENT_DEFEAT_DESC }
    on_white_peace_desc = { desc = DOMCOM_HUMAN_AI_CONTAINMENT_WHITE_PEACE_DESC }
    on_invalidated_desc = { desc = DOMCOM_HUMAN_AI_CONTAINMENT_INVALIDATED_DESC }
}
