namespace = avatar_doomsday

fleet_event = {
	id = avatar_doomsday.1
	is_triggered_only = yes
	hide_window = yes

	#mean_time_to_happen = {
	#	days = 40
	#}

	trigger = {
		is_ship_size = avatar
		exists = OWNER
		OWNER = {
			is_country_type = default
			is_ai = no
		}
		exists = ORBIT
		ORBIT = {
			is_star = no
		}
	}

	immediate = {
		OWNER = {
			every_owned_ship = {
				limit = { is_ship_size = avatar }
				ship_event = { id = avatar_doomsday.2 }
			}
		}

	}
}

# Orbiting an empty planet
ship_event = {
	id = avatar_doomsday.2
	hide_window = yes
	#is_triggered_only = yes

	picture = GFX_evt_physics_research

	title = ship_trigger

	desc = {
		text = you_found_ship
	}

	trigger = {
		# Only players can build and use Avatars for now
		OWNER = {
			is_ai = no
		}
		# v1.5 Ragnarok
		# No fleet restrictions for AI Ragnarok
		OR = {
			is_ship_size = avatar
			is_ship_size = ragnarok
		}
	}

	mean_time_to_happen = {
		days = 5
	}

	immediate = {
		# Ensure the Avatar is not in any fleets - because buggy
		if = {
			limit = {
				FLEET = {
					num_ships > 1
				}
			}

			set_disabled = yes
			FLEET = {
				set_event_locked = yes
				set_fleet_flag = flag_avatar_disabled
			}

			# Disable the Avatar, cannot do anything else. Event lock the fleet as well so nothing moves.
			if = {
				limit = {
					OWNER = { NOT = { has_special_project = PROJ_AVATAR_ERROR_02 } }
				}

				# Trigger Error
				OWNER = { country_event = { id = avatar_doomsday.99 } }

				enable_special_project = {
					name = "PROJ_AVATAR_ERROR_02"
					location = THIS
					OWNER = OWNER
				}
			}

			else = {
				# Enable avatar
				if = {
					limit = {
						is_disabled = yes
						# v1.5 Ragnarok
						NOT = { has_ship_flag = flag_rag_firing }
					}

					set_disabled = no

					# Unlock fleet(s)
					OWNER = {
						every_owned_fleet = {
							limit = {
								has_fleet_flag = flag_avatar_disabled
							}
							set_event_locked = no
							remove_fleet_flag = flag_avatar_disabled
						}
					}
				}

				OWNER = { save_event_target_as = avatar_owner }
				# Can only destroy empty planets or planets with hostile colonies
				if = {
					limit = {
						exists = ORBIT
						OWNER = { has_country_edict = doomsday_longinus_authorisation }
						ORBIT = {
							is_star = no
							OR = {
								AND = {
									NOT = { exists = OWNER }
									NOT = {
										any_country = {
											NOT = { is_hostile = event_target:avatar_owner }
											PREV = { is_inside_border = PREV }
											NOT = { is_same_value = event_target:avatar_owner }
										}
									}
								}
								AND = {
									exists = OWNER
									OWNER = { is_hostile = event_target:avatar_owner }
								}
							}
							NOT = {
								OR = {
									is_planet_class = pc_asteroid
									is_planet_class = pc_nova
									is_planet_class = pc_nova_gas
									is_planet_class = pc_ringworld_habitable_nova
									is_planet_class = pc_ringworld_tech_nova
									is_planet_class = pc_ringworld_seam_nova
									is_planet_class = pc_destroyed
								}
							}
						}
					}
					ORBIT = {
						#save_event_target_as = avatar_planet
						planet_event = { id = avatar_doomsday.3 days = 3}
					}
					
					#v 1.5 ragnarok
					if = {
						limit = {
							is_ship_size = ragnarok
						}
						
						FLEET = {
							clear_orders = yes
							set_location = {
								target = ORBIT
								distance = -1.3
								angle = 270
							}
							set_event_locked = yes
							#create_ambient_object = {
							#	type = "exploding_bunny_avatar_object"
							#	location = solar_system
							#}
							#last_created_ambient_object = {
							#	set_ambient_object_flag = is_bunny
							#	set_location = {
							#		target = event_target:avatar_planet
							#		distance = 0.1
							#		angle = 0
							#	}
							#}
						}
						
						else = {
							FLEET = {
								clear_orders = yes
								set_location = {
									target = ORBIT
									distance = 0.11
									angle = 0
								}
								set_event_locked = yes
								#create_ambient_object = {
								#	type = "exploding_bunny_avatar_object"
								#	location = solar_system
								#}
								#last_created_ambient_object = {
								#	set_ambient_object_flag = is_bunny
								#	set_location = {
								#		target = event_target:avatar_planet
								#		distance = 0.1
								#		angle = 0
								#	}
								#}
							}
						}
					}					
					
					# Avatar Error 03 - cannot destroy planet
					else = {
						if = {
							limit = {
								exists = ORBIT
								OWNER = { has_country_edict = doomsday_longinus_authorisation }
								NOT = { OWNER = { has_country_flag = avatar_doomsday_error_03 } }
							}
							
							
							OWNER = { 
								set_country_flag = avatar_doomsday_error_03
								country_event = {id = avatar_doomsday.98 } 
							}
						}
					}
				}

			}
		}
	}
}

planet_event = {
	id = avatar_doomsday.3
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		#solar_system = {
		#	random_system_ambient_object = {
		#		limit = {
		#			has_ambient_object_flag = is_bunny
		#		}

		#		destroy_ambient_object = this
		#	}
		#}
		
		#v1.5 Ragnarok
		if = {
			limit = {
				FROM = { is_ship_size = ragnarok }
			}
			
			create_fleet = {
				effect = {
					#set_owner = ROOT
					create_ship = {
						name = random
						design = "consume_planet"
						#graphical_culture = ROOT
					}
					set_event_locked = yes
					set_location = {
						target = PREV
						distance = 0.1
						angle = 0
					}
				}
			}
			
			else = {
				create_fleet = {
					effect = {
						#set_owner = ROOT
						create_ship = {
							name = random
							design = "destroy_planet"
							#graphical_culture = ROOT
						}
						set_event_locked = yes
						set_location = {
							target = PREV
							distance = 0.1
							angle = 0
						}
					}
				}				
			}
		}
		

		planet_event = { id = avatar_doomsday.4 days = 11 }
		
		# v1.5 Ragnarok - check event chain / weapon recharge
		FROM = { ship_event = { id = isb_ragnarok.52 } }
	}
}

# destroy planet
planet_event = {
	id = avatar_doomsday.4
	hide_window = yes
	is_triggered_only = yes

	immediate = {

		FROMFROM = {
			OWNER = {
				change_variable = {
					which = "planets_destroyed"
					value = 1
				}
			}
		}

		if = {
			limit = {
				NOT = { exists = OWNER}
			}
			if = {
				limit = {
					OR = {
						# If system is not in any borders, or in borders of an actual Empire
						solar_system = {
							NOT = {
								any_country = {							
									PREV = { is_inside_border = PREV}
								}
							}
						}
						solar_system = {
							any_country = {
								OR = {
									is_country_type = default
									is_country_type = rebel
									is_country_type = fallen_empire
								}
								PREV = { is_inside_border = PREV}
							}
						}
					}
				}
				# Reaction to destroying a planet
				FROMFROM = { OWNER = { country_event = { id = titan_doomsday.803 } } }
			}


			else = {
				# Opinion only applies when used against other empires or rebels
				if = {
					limit = {
						OR = {
							OWNER = { is_country_type = default }
							OWNER = { is_country_type = rebel }
							OWNER = { is_country_type = fallen_empire }
						}
					}
					# Reaction to destroying a planet
					FROMFROM = { OWNER = { country_event = { id = titan_doomsday.803 } } }
					# Used a doomsday weapon on a colony
					FROMFROM = { OWNER = { country_event = { id = titan_doomsday.802 } } }
					FROMFROM = { OWNER = { country_event = { id = titan_doomsday.808 } } }
					# Owners reaction - have to scope to Avatar owner country to call Owner mod
					FROMFROM = { OWNER = { country_event = { id = avatar_doomsday.801 } } }
				}

				destroy_colony = { keep_buildings = no }
				set_planet_max_health = 0
			}
		}

		orbital_deposit_tile = {
			clear_deposits = yes
		}
		# Ringworld destruction
		if = {
			limit = {
				OR = {
					is_planet_class = pc_ringworld_habitable
					is_planet_class = pc_ringworld_habitable_damaged
					is_planet_class = pc_ringworld_tech
					is_planet_class = pc_ringworld_tech_damaged
					is_planet_class = pc_ringworld_seam
					is_planet_class = pc_ringworld_seam_damaged
				}
			}

			if = {
				limit = {
					OR = {
						is_planet_class = pc_ringworld_habitable
						is_planet_class = pc_ringworld_habitable_damaged
					}
				}
				change_pc = pc_ringworld_habitable_nova

				else = {
					if = {
						limit = {
							OR = {
									is_planet_class = pc_ringworld_tech
									is_planet_class = pc_ringworld_tech_damaged
							}
						}
						change_pc = pc_ringworld_tech_nova

						else = {
							if = {
								limit = {
									OR = {
											is_planet_class = pc_ringworld_seam
											is_planet_class = pc_ringworld_seam_damaged
									}
								}
								change_pc = pc_ringworld_seam_nova
							}
						}
					}
				}
			}

			else = {
				if = {
					limit = {
						NOT = { is_planet_class = pc_asteroid }
					}
					if = {
						limit = {
							is_planet_class = pc_gas_giant
						}
						change_pc = pc_nova_gas

						else = {
							if = {
								limit = {
									NOT = { is_planet_class = pc_nova }
								}
								random_list = {
									10 = {
										change_pc = pc_destroyed
										set_ring = yes
									}
									90 = {
										#change_pc = pc_toxic
										change_pc = pc_nova
										set_ring = no
									}
								}
							}
						}
					}
				}
			}
		}

		FROMFROM = {
			FLEET = {
				set_event_locked = no
			}
		}
	}
}

# Avatar Error 01 - Cannot be in a fleet with other ships
country_event = {
	id = avatar_doomsday.99
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_unknown_ships
	show_sound = event_nova_alert

	title = avatar_error_02.name

	desc = {
		text = avatar_error_02.desc
	}

	immediate = {
	}

	option = {
		name = avatar_error_02.a
	}
}

# Avatar Error 02 - Cannot destroy planet
country_event = {
	id = avatar_doomsday.98
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_unknown_ships
	show_sound = event_nova_alert

	title = avatar_error_03.name

	desc = {
		text = avatar_error_03.desc
	}

	immediate = {
	}

	option = {
		name = avatar_error_03.a
		remove_country_flag = avatar_doomsday_error_03
	}
}

# Frame Construction
country_event = {
	id = avatar_doomsday.101
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_mining_station

	title = avatar_constructor_01.name

	desc = {
		text = avatar_constructor_01.desc
	}

	trigger = {
		FROM = { is_ship_size = avatar_constructor }
		is_ai = no
	}

	immediate = {
		# Check to see if flag is still valid
		random_system = {
			limit = {
				has_star_flag = flag_avatar_build_system
			}

			if = {
				limit = {
					NOT = {
						any_ship_in_system = {
							is_ship_size = avatar_frame
						}
					}
				}

				remove_star_flag = flag_avatar_build_system
			}
		}
	}

	# Disband
	option = {
		name = avatar_constructor_01.b
	}
	#Cancel Order
	option = {
		name = avatar_constructor_01.c
		# Cancel and recreate ship
		FROM = {
			create_fleet = {
				effect = {
					set_owner = ROOT
					create_ship = {
						name = random
						random_existing_design = "avatar_constructor"
						#graphical_culture = ROOT
					}
					set_location = PREV
				}
			}
		}
	}
	# Create Avatar Frame
	option = {
		name = avatar_constructor_01.a
		# Only one avatar can be constructed
		if = {
			limit = {
				NOT = { any_system = { has_star_flag = flag_avatar_build_system } }
				NOT = { any_owned_ship = { is_ship_size = avatar } }
			}
			# Construction Confirmation in option
			# Start construction
			FROM = {
				solar_system = {
					set_star_flag = flag_avatar_build_system
				}
			}

			create_fleet = {
				effect = {
					set_owner = ROOT
					create_ship = {
						name = "Frame"
						design = "Avatar Construction"
						#graphical_culture = ROOT
					}
					set_location = {
						target = FROM
						distance = 0
					}
				}
			}
			last_created_fleet = {
				enable_special_project = {
					name = "PROJ_AVATAR_CONSTRUCT_01"
					location = THIS
					OWNER = ROOT
				}
			}

			# Show error message
			else = {
				country_event = { id = avatar_doomsday.199 }
			}
		}
	}
}

# Avatar Construction Start
ship_event = {
	id = avatar_doomsday.102
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_galactic_senate

	title = avatar_construction_start.name

	desc = {
		text = avatar_construction_start.desc
	}

	immediate = {

		OWNER = { save_event_target_as = avatar_owner }
		solar_system = {
			random_fleet_in_system = {
				limit = {
					is_ship_size = avatar_frame
				}
				enable_special_project = {
					name = "PROJ_AVATAR_CONSTRUCT_02"
					location = THIS
					OWNER = event_target:avatar_owner
				}

				add_modifier = {
					modifier = mod_avatar_frame_active
				}
			}

			#save_global_event_target_as = avatar_build_system
		}

		# Start Avatar construction events, all +30 random days
		# Scouts - ~6 months after construction start
		# vanguard - ~24 months after scouts
		# break - ~24 months after vanguard
		# main - ~24 months after break
		# break 2 - ~24 months after main
		# final - 11 months after break 2
		event_target:avatar_owner = {
			country_event = { id = avatar_doomsday.104 days = 180 random = 30 }
		}
	}

	option = {
		name = avatar_construction_start.a
	}
}

# Avatar Construction Complete
country_event = {
	id = avatar_doomsday.103
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_small_space_battle

	title = avatar_construction_complete.name

	desc = {
		text = avatar_construction_complete.desc
	}

	immediate = {
		# Construction frame, ship scope. Random so you can skip assault events through manual trigger
		#FROMFROM = { save_event_target_as = avatar_frame }
		random_owned_ship = {
			limit = {
				is_ship_size = avatar_frame
			}

			save_event_target_as = avatar_frame_loc
		}
		create_fleet = {
			effect = {
				set_owner = ROOT
				create_ship = {
					name = random
					design = "Doom Star"
					#graphical_culture = ROOT
				}
				#set_location = {
				#	target = event_target:avatar_frame
				#	distance = 10
				#	angle = -90
				#}
				set_location = event_target:avatar_frame_loc
				set_fleet_stance = aggressive
			}
		}
		event_target:avatar_frame_loc = {
			FLEET = {
				destroy_fleet = THIS
			}
		}
	}

	option = {
		name = avatar_construction_complete.a
	}
}

# Main wave loop
country_event = {
	id = avatar_doomsday.104
	hide_window = yes
	is_triggered_only = yes
	picture = GFX_evt_physics_research

	title = raiders_main

	desc = {
		text = you_are_raiders
	}

	immediate = {
		save_event_target_as = avatar_owner

		# Check if avatar still under construction
		if = {
			limit = {
				has_special_project = PROJ_AVATAR_CONSTRUCT_02
			}

			if = {
				limit = {
					check_variable = {
						which = "avatar_wave"
						value < 1
					}
				}

				set_variable = {
					which = "avatar_wave"
					value = 1
				}
			}

			# Count approximate enemies
			set_variable = {
				which = "avatar_enemy_count"
				value = 1
			}

			# Check to see if flag is still valid
			random_system = {
				limit = {
					has_star_flag = flag_avatar_build_system
				}

				save_event_target_as = avatar_build_system
			}

			random_system = {
				limit = {
					distance = {
						source = event_target:avatar_build_system
						max_distance = 80
						min_distance = 2
					}
				}
				random_system_planet = {
					limit = {
						is_star = yes
					}
					save_event_target_as = raider_spawn_star
				}
			}

			# create raiders -  auto delete?
			create_country = {
				name = "Raiders"
				type = pirate
				species = random
				name_list = "PRT1"
				auto_delete = yes
				flag = {
					icon = {
						category = "pirate"
						file = "flag_pirate_7.dds"
					}
					background = {
						category = "backgrounds"
						file = "00_solid.dds"
					}
					colors ={
						"red"
						"red"
						"null"
						"null"
					}
				}
			}

			last_created_country = {
				set_name = random
				#random_list = {
				#	17 = {
				#		set_graphical_culture = arthropoid_01
				#	}
				#	17 = {
				#		set_graphical_culture = avian_01
				#	}
				#	17 = {
				#		set_graphical_culture = fungoid_01
				#	}
				#	16 = {
				#		set_graphical_culture = mammalian_01
				#	}
				#	16 = {
				#		set_graphical_culture = molluscoid_01
				#	}
				#	17 = {
				#		set_graphical_culture = reptilian_01
				#	}
				#}
				establish_communications_no_message = event_target:avatar_owner
				save_event_target_as = avatar_raider

				create_fleet = {
					name = "Raiders"
					settings = { spawn_debris = no }
				}

				#spawn based on wave
				if = {
					limit = {
						PREV = {
							check_variable = {
								which = "avatar_wave"
								value = 1
							}
						}
					}

					# wave 1 - scouts
					PREV = { country_event = { id = avatar_doomsday.105 } }

					else = {
						if = {
							limit = {
								PREV = {
									check_variable = {
										which = "avatar_wave"
										value = 2
									}
								}
							}

							# wave 2 - vanguard
							PREV = { country_event = { id = avatar_doomsday.106 } }

							else = {
								if = {
									limit = {
										PREV = {
											check_variable = {
												which = "avatar_wave"
												value = 3
											}
										}
									}

									# wave 3 - break
									PREV = { country_event = { id = avatar_doomsday.109 } }

									else = {
										if = {
											limit = {
												PREV = {
													check_variable = {
														which = "avatar_wave"
														value = 4
													}
												}
											}

											# wave 4 - main. At least 2 Titans and 1 Leviathan
											PREV = {
												country_event = { id = avatar_doomsday.107 }
												create_ship_design = {
													random_existing_design = "titan"
													ftl = warp
												}
												last_created_fleet = {
													if = {
														limit = {
															OWNER = {
																count_owned_ships = {
																	limit = { 
																		FLEET = { is_same_value = PREVPREVPREV }
																		is_ship_size = titan 
																	}
																	count < 2
																}
															}
														}
														create_ship = {
															name = random
															design = last_created_design
															graphical_culture = last_created_country
														}
														create_ship = {
															name = random
															design = last_created_design
															graphical_culture = last_created_country
														}
													}
												}
												create_ship_design = {
													random_existing_design = "leviathan"
													ftl = warp
												}
												last_created_fleet = {
													if = {
														limit = {
															OWNER = {
																count_owned_ships = {
																	limit = { 
																		FLEET = { is_same_value = PREVPREVPREV }
																		is_ship_size = leviathan 
																	}
																	count < 1
																}
															}
														}
														create_ship = {
															name = random
															design = last_created_design
															graphical_culture = "fallen_empire_03"
														}
													}
													
													# Add one more Fallen Empire Leviathan
													create_ship = {
														name = random
														design = last_created_design
														graphical_culture = "fallen_empire_02"
													}
												}
												create_ship_design = { design = "Judicator" }
												last_created_fleet = {
													create_ship = {
														name = random
														design = last_created_design
														graphical_culture = "fallen_empire_02"
													}
													create_ship = {
														name = random
														design = last_created_design
														graphical_culture = "fallen_empire_01"
													}
												}
											}

											else = {
												if = {
													limit = {
														PREV = {
															check_variable = {
																which = "avatar_wave"
																value = 5
															}
														}
													}

													# wave 5 - break
													PREV = { country_event = { id = avatar_doomsday.109 } }

													else = {
														if = {
															limit = {
																PREV = {
																	check_variable = {
																		which = "avatar_wave"
																		value = 6
																	}
																}
															}

															# wave 6 - final. Min 4 Titans and 2 Leviathans
															PREV = {
																country_event = { id = avatar_doomsday.108 }
																create_ship_design = {
																	random_existing_design = "titan"
																	ftl = warp
																}
																last_created_fleet = {
																	if = {
																		limit = {
																			OWNER = {
																				count_owned_ships = {
																					limit = { 
																						FLEET = { is_same_value = PREVPREVPREV }
																						is_ship_size = titan 
																					}
																					count < 4
																				}
																			}
																		}
																		create_ship = {
																			name = random
																			design = last_created_design
																			graphical_culture = last_created_country
																		}
																		create_ship = {
																			name = random
																			design = last_created_design
																			graphical_culture = last_created_country
																		}
																		create_ship = {
																			name = random
																			design = last_created_design
																			graphical_culture = last_created_country
																		}
																	}
																}
																create_ship_design = {
																	random_existing_design = "leviathan"
																	ftl = warp
																}
																last_created_fleet = {
																	if = {
																		limit = {
																			OWNER = {
																				count_owned_ships = {
																					limit = { 
																						FLEET = { is_same_value = PREVPREVPREV }
																						is_ship_size = leviathan 
																					}
																					count < 2
																				}
																			}
																		}
																		create_ship = {
																			name = random
																			design = last_created_design
																			graphical_culture = "fallen_empire_01"
																		}
																		create_ship = {
																			name = random
																			design = last_created_design
																			graphical_culture = "fallen_empire_03"
																		}
																	}
																	
																	# Add 2 more Fallen Empire Leviathans
																	create_ship = {
																		name = random
																		design = last_created_design
																		graphical_culture = "fallen_empire_02"
																	}
																	create_ship = {
																		name = random
																		design = last_created_design
																		graphical_culture = "fallen_empire_01"
																	}
																}

																create_ship_design = { design = "Judicator" }
																last_created_fleet = {
																	create_ship = {
																		name = random
																		design = last_created_design
																		graphical_culture = "fallen_empire_02"
																	}
																	create_ship = {
																		name = random
																		design = last_created_design
																		graphical_culture = "fallen_empire_01"
																	}
																	create_ship = {
																		name = random
																		design = last_created_design
																		graphical_culture = "fallen_empire_03"
																	}
																}
															}
														}
													}
												}
											}
										}
									}
								}
							}
						}
					}
				}

				last_created_fleet = {
					add_modifier = {
						modifier = mod_avatar_raider
					}

					set_location = {
						target = event_target:raider_spawn_star
						distance = 270
						angle = random
					}

					set_owner = event_target:avatar_raider
					set_fleet_stance = aggressive
					set_aggro_range_measure_from = self
					set_aggro_range = 500

					queue_actions = {
						find_closest_system = {
							trigger = {
								id = "avatar_doomsday.104.trigger.1"
								has_star_flag = flag_avatar_build_system
							}
							found_system = {
								move_to = THIS
							}
						}
					}
				}
			}

			change_variable = {
				which = "avatar_wave"
				value = 1
			}

			# 6 waves
			if = {
				limit = {
					check_variable = {
						which = "avatar_wave"
						value < 7
					}
				}

				if = {
					limit = {
						check_variable = {
							which = "avatar_wave"
							value = 6
						}
					}

					#final wave
					country_event = { id = avatar_doomsday.104 days = 334 }

					else = {
						country_event = { id = avatar_doomsday.104 days = 730 random = 30 }
					}
				}
			}
		}
	}
}

# First assault - scout
country_event = {
	id = avatar_doomsday.105
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_fleet_good

	title = avatar_raid_01.name

	desc = {
		text = avatar_raid_01.desc
	}

	immediate = {
		last_created_fleet = {
			set_name = "Raider Scouts"
		}

		FROM = {
			set_variable = {
				which = "avatar_enemy_count"
				value = 1
			}
		}

		# Look for countries who hate player with at least some military. Minimum 6 countries regardless of power or opinion.
		every_country = {
			limit = {
				OR = {
					is_country_type = default
					is_country_type = fallen_empire
				}
				has_communications = FROM
				NOT = { is_country = FROM }
			}

			if = {
				limit = {
					OR = {
						AND = {
							THIS = { fleet_power > 50000 }
							# Opinion < -50 doesn't work. Wut
							NOT = {
								opinion = {
									who = FROM
									value > -50
								}
							}
						}
						FROM = {
							check_variable = {
								which = "avatar_enemy_count"
								value < 7
							}
						}
					}
				}


				# Increment enemy count
				FROM = {
					change_variable = {
						which = "avatar_enemy_count"
						value = 1
					}
				}

				# Corvettes
				create_ship_design = {
					random_existing_design = "corvette"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Destroyers
				create_ship_design = {
					random_existing_design = "destroyer"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}
			}
		}
	}

	option = {
		name = avatar_raid_01.a
	}
}

# second assault
country_event = {
	id = avatar_doomsday.106
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_fleet_good

	title = avatar_raid_02.name

	desc = {
		text = avatar_raid_02.desc
	}

	immediate = {
		last_created_fleet = {
			set_name = "Raider Vanguard"
		}

		# Count approximate enemies
		FROM = {
			set_variable = {
				which = "avatar_enemy_count"
				value = 1
			}
		}

		# Look for countries who hate player with at least some military. Minimum 6 countries regardless of power or opinion.
		every_country = {
			limit = {
				OR = {
					is_country_type = default
					is_country_type = fallen_empire
				}
				has_communications = FROM
				NOT = { is_country = FROM }
			}

			if = {
				limit = {
					OR = {
						AND = {
							THIS = { fleet_power > 50000 }
							NOT = {
								opinion = {
									who = FROM
									value > -50
								}
							}
						}
						FROM = {
							check_variable = {
								which = "avatar_enemy_count"
								value < 7
							}
						}
					}
				}

				# Increment enemy count
				FROM = {
					change_variable = {
						which = "avatar_enemy_count"
						value = 1
					}
				}

				# Corvettes
				create_ship_design = {
					random_existing_design = "corvette"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Destroyers
				create_ship_design = {
					random_existing_design = "destroyer"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Cruisers
				create_ship_design = {
					random_existing_design = "cruiser"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Battleships
				create_ship_design = {
					random_existing_design = "battleship"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}
			}
		}
	}

	option = {
		name = avatar_raid_02.a
	}
}

# third assault
country_event = {
	id = avatar_doomsday.107
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_fleet_good

	title = avatar_raid_03.name

	desc = {
		text = avatar_raid_03.desc
	}

	immediate = {
		last_created_fleet = {
			set_name = "Main Battle Fleet"
		}

		FROM = {
			set_variable = {
				which = "avatar_enemy_count"
				value = 1
			}
		}

		# Look for countries who hate player with at least some military. Minimum 6 countries regardless of power or opinion.
		every_country = {
			limit = {
				OR = {
					is_country_type = default
					is_country_type = fallen_empire
				}
				has_communications = FROM
				NOT = { is_country = FROM }
			}

			if = {
				limit = {
					OR = {
						AND = {
							THIS = { fleet_power > 50000 }
							NOT = {
								opinion = {
									who = FROM
									value > -50
								}
							}
						}
						FROM = {
							check_variable = {
								which = "avatar_enemy_count"
								value < 7
							}
						}
					}
				}

				# Increment enemy count
				FROM = {
					change_variable = {
						which = "avatar_enemy_count"
						value = 1
					}
				}

				# Corvettes
				create_ship_design = {
					random_existing_design = "corvette"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Cruisers
				create_ship_design = {
					random_existing_design = "cruiser"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Battleships
				if = {
					limit = {
						THIS = { is_country_type = fallen_empire}
					}

					create_ship_design = {
						design = "Demi"
						ftl = warp
					}
					else = {
						create_ship_design = {
							random_existing_design = "battleship"
							ftl = warp
						}
					}
				}

				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Titans
				random_list = {
					80 = {}
					20 = {
						if = {
							limit = {
								THIS = { fleet_power > 150000 }
							}
							if = {
								limit = {
									THIS = { is_country_type = fallen_empire}
								}

								create_ship_design = {
									design = "Judicator"
									ftl = warp
								}
								else = {
									create_ship_design = {
										random_existing_design = "titan"
										ftl = warp
									}
								}
							}

							last_created_fleet = {
								create_ship = {
									name = random
									design = last_created_design
									graphical_culture = PREV
								}
							}
						}
					}
				}

				# Leviathans
				random_list = {
					80 = {}
					20 = {
						if = {
							limit = {
								OR = {
									THIS = { fleet_power > 250000 }
								}
							}
							if = {
								limit = {
									THIS = { is_country_type = fallen_empire}
								}

								create_ship_design = {
									design = "Judicator"
									ftl = warp
								}
								else = {
									create_ship_design = {
										random_existing_design = "leviathan"
										ftl = warp
									}
								}
							}
							last_created_fleet = {
								create_ship = {
									name = random
									design = last_created_design
									graphical_culture = PREV
								}
							}
						}
					}
				}
			}
		}
	}

	option = {
		name = avatar_raid_03.a
	}
}

# final assault
country_event = {
	id = avatar_doomsday.108
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_fleet_good

	title = avatar_raid_04.name

	desc = {
		text = avatar_raid_04.desc
	}

	immediate = {
		last_created_fleet = {
			set_name = "Alliance Armada"
		}

		last_created_country = {
			set_name = "Rebel Alliance (of Concerned Empires)"
		}

		FROM = {
			set_variable = {
				which = "avatar_enemy_count"
				value = 1
			}
		}

		# Look for countries who hate player with at least some military. Minimum 6 countries regardless of power or opinion.
		every_country = {
			limit = {
				OR = {
					is_country_type = default
					is_country_type = fallen_empire
				}
				has_communications = FROM
				NOT = { is_country = FROM }
			}

			if = {
				limit = {
					OR = {
						AND = {
							THIS = { fleet_power > 50000 }
							NOT = {
								opinion = {
									who = FROM
									value > 0
								}
							}
						}
						FROM = {
							check_variable = {
								which = "avatar_enemy_count"
								value < 7
							}
						}
					}
				}


				# Increment enemy count
				FROM = {
					change_variable = {
						which = "avatar_enemy_count"
						value = 1
					}
				}

				# Corvettes
				create_ship_design = {
					random_existing_design = "corvette"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Cruisers
				create_ship_design = {
					random_existing_design = "cruiser"
					ftl = warp
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				# Battleships
				if = {
					limit = {
						THIS = { is_country_type = fallen_empire}
					}

					create_ship_design = {
						design = "Demi"
						ftl = warp
					}
					else = {
						create_ship_design = {
							random_existing_design = "battleship"
							ftl = warp
						}
					}
				}
				last_created_fleet = {
					create_ship = {
						name = random
						design = last_created_design
						graphical_culture = PREV
					}
				}

				if = {
					limit = {
						THIS = { fleet_power > 100000 }
					}
					last_created_fleet = {
						create_ship = {
							name = random
							design = last_created_design
							graphical_culture = PREV
						}
						create_ship = {
							name = random
							design = last_created_design
							graphical_culture = PREV
						}
					}
				}


				# Titans
				random_list = {
					70 = {}
					21 = {
						if = {
							limit = {
								THIS = { fleet_power > 150000 }
							}
							if = {
								limit = {
									THIS = { is_country_type = fallen_empire}
								}

								create_ship_design = {
									design = "Judicator"
									ftl = warp
								}
								else = {
									create_ship_design = {
										random_existing_design = "titan"
										ftl = warp
									}
								}
							}
							last_created_fleet = {
								create_ship = {
									name = random
									design = last_created_design
									graphical_culture = PREV
								}
							}
						}
					}
					9 = {
						if = {
							limit = {
								THIS = { is_country_type = fallen_empire}
							}

							create_ship_design = {
								design = "Judicator"
								ftl = warp
							}
							else = {
								create_ship_design = {
									random_existing_design = "titan"
									ftl = warp
								}
							}
						}
						last_created_fleet = {
							create_ship = {
								name = random
								design = last_created_design
								graphical_culture = PREV
							}
						}
					}
				}

				# Leviathans
				random_list = {
					80 = {}
					15 = {
						if = {
							limit = {
								THIS = { fleet_power > 250000 }
							}
							if = {
								limit = {
									THIS = { is_country_type = fallen_empire}
								}

								create_ship_design = {
									design = "Judicator"
									ftl = warp
								}
								else = {
									create_ship_design = {
										random_existing_design = "leviathan"
										ftl = warp
									}
								}
							}
							last_created_fleet = {
								create_ship = {
									name = random
									design = last_created_design
									graphical_culture = PREV
								}
							}
						}
					}
					5 = {
						if = {
							limit = {
								THIS = { is_country_type = fallen_empire}
							}

							create_ship_design = {
								design = "Judicator"
								ftl = warp
							}
							else = {
								create_ship_design = {
									random_existing_design = "leviathan"
									ftl = warp
								}
							}
						}
						last_created_fleet = {
							create_ship = {
								name = random
								design = last_created_design
								graphical_culture = PREV
							}
						}
					}
				}
			}
		}
	}

	option = {
		name = avatar_raid_04.a
	}
}

# break
country_event = {
	id = avatar_doomsday.109
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_fleet_good

	title = avatar_raid_break.name

	desc = {
		text = avatar_raid_break.desc
	}

	immediate = {
	}

	option = {
		name = avatar_raid_break.a
	}
}

# Avatar Error 01 - Cannot create frame, only one Avatar is allowed
country_event = {
	id = avatar_doomsday.199
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_unknown_ships
	show_sound = event_nova_alert

	title = avatar_error_01.name

	desc = {
		text = avatar_error_01.desc
	}

	immediate = {
		# Recreate Avatar Frame
		FROMFROM = {
			create_fleet = {
				effect = {
					set_owner = ROOT
					create_ship = {
						name = "Avatar Constructor"
						random_existing_design = "avatar_constructor"
						#graphical_culture = ROOT
					}
					set_location = PREV
				}
			}
		}
	}

	option = {
		name = avatar_error_01.a
	}
}

# Avatar opinion triggers
# Destroyed a planet - Owners reaction. FROM = planet destroyed
country_event = {
	id = avatar_doomsday.801
	hide_window = yes
	is_triggered_only = yes	
	
	immediate = {
		FROM = { OWNER = { country_event = { id = titan_doomsday.804 } } }
	}
}

# test
country_event = {
	id = avatar_doomsday.998
	hide_window = yes
	is_triggered_only = yes
	picture = GFX_evt_physics_research

	title = pirate_trigger

	desc = {
		text = you_are_system
	}

	immediate = {
		#if = {
		#	limit = {
		#		any_system = {
		#			has_star_flag = avatar_build_system
		#		}
		#	}

		country_event = { id = avatar_doomsday.999 days = 15}
		#}
	}
}

country_event = {
	id = avatar_doomsday.999
	hide_window = no
	is_triggered_only = yes
	picture = GFX_evt_physics_research

	title = pirate_trigger

	desc = {
		text = you_are_system
	}

	immediate = {
		#if = {
		#	limit = {
		#		any_system = {
		#			has_star_flag = avatar_build_system
		#		}
		#	}

		#	country_event = { id = avatar_doomsday.999 }
		#}
	}

	option = {
		name = ok
	}
}