﻿
##################################################
# GOVERNMENT DECISIONS

##################################################
# Convert to Feudalism
# by Mathilda Bjarnehed
##################################################

# Deprecated decision of yore.
#convert_to_feudalism_decision = {
	#picture = {
		#reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	#}
	#decision_group_type = major
	#desc = convert_to_feudalism_decision_desc
	#	
	#ai_check_interval = 36
	#	
	#is_shown = {
		#government_has_flag = government_is_tribal
	#}
	#	
	#is_valid = {
		#has_realm_law = tribal_authority_3
		#custom_description = {
			#text = faith_is_reformed
			#subject = root
			#faith = { NOT = { has_doctrine_parameter = unreformed } }
		#}
		#prestige_level = 5
	#}
	#	
	#cost = {
		#prestige = 150
	#}
	#	
	#effect = {
		#change_government = feudal_government
		#trigger_event = major_decisions.0001
		#add_realm_law_skip_effects = crown_authority_0
	#}
	#	
	#ai_potential = {
		##always = yes
	#}
	#	
	#ai_will_do = {
		#base = 100
		#modifier = { #Go for the more lenient decision if this is the case
			#add = -100
			#liege = { government_has_flag = government_is_feudal }
		#}
	#}
#}

##################################################
# Convert Realm to Feudalism/Clan through Liege
# by Linnéa Thimrén
##################################################

# A more lenient decision to convert if your liege is feudal
convert_to_feudalism_liege_converted_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	decision_group_type = major
	desc = convert_to_feudalism_liege_converted_decision_desc

	ai_check_interval = 36

	is_shown = {
		government_has_flag = government_is_tribal
		liege = {
			OR = {
				government_has_flag = government_is_feudal
				government_has_flag = government_is_clan
			}
		}
	}

	is_valid = {
		OR = {
			has_realm_law = tribal_authority_1
			has_realm_law = tribal_authority_2
			has_realm_law = tribal_authority_3
		}
		custom_description = {
			text = faith_is_reformed
			subject = root
			faith = { NOT = { has_doctrine_parameter = unreformed } }
		}
		custom_description = {
			text = recent_conversion_to_tribalism
			NOT = { has_character_flag = just_converted_to_tribalism }
		}
	}

	is_valid_showing_failures_only = {
		custom_tooltip = {
			text = permafrost_feudal_ban
			NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } }
		}
	}

	cost = {
		prestige = 150
	}

	effect = {
		trigger_event = major_decisions.0001
		save_scope_as = actor
		convert_whole_realm_to_feudalism_effect = yes
		hidden_effect = {
			every_vassal = {
				trigger_event = {
					id = major_decisions.0002
					days = 3
				}
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

# Convert from Clan if your liege is Feudal
convert_clan_to_feudalism_through_liege_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	decision_group_type = major
	desc = convert_clan_to_feudalism_through_liege_decision_desc

	ai_check_interval = 36

	is_shown = {
		government_has_flag = government_is_clan
		is_independent_ruler = no
		liege = {
			government_has_flag = government_is_feudal
		}
	}

	is_valid = {
		custom_description = {
			text = same_faith_as_liege
			OR = {
				religion = liege.religion
				faith = {
					faith_hostility_level = {
						target = root.liege.faith
						value >= faith_fully_accepted_level
					}
				}
			}
		}
		custom_description = {
			text = same_culture_as_liege
			OR = {
				culture = liege.culture
				culture = {
					cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture
				}
			}
		}
	}

	cost = {
		prestige = 150
	}

	effect = {
		trigger_event = major_decisions.0001
		save_scope_as = actor
		
		change_government = feudal_government
		
		hidden_effect = {
			every_vassal_or_below = {
				limit = { government_has_flag = government_is_clan }
				change_government = feudal_government
				trigger_event = {
					id = major_decisions.0002
					days = 3
				}
			}
		}
	}

	ai_potential = {
		prestige >= 150
	}

	ai_will_do = {
		base = 0
		
		modifier = {
			add = 100
			opinion = {
				target = liege
				value >= 0
			}
		}
	}
}

# Convert from Feudal if your liege is Clan
convert_feudalism_to_clan_through_liege_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	decision_group_type = major
	desc = convert_feudalism_to_clan_through_liege_decision_desc

	ai_check_interval = 36

	is_shown = {
		government_has_flag = government_is_feudal
		is_independent_ruler = no
		liege = {
			government_has_flag = government_is_clan
		}
	}

	is_valid = {
		custom_description = {
			text = same_faith_as_liege
			OR = {
				religion = liege.religion
				faith = {
					faith_hostility_level = {
						target = root.liege.faith
						value >= faith_fully_accepted_level
					}
				}
			}
		}
		custom_description = {
			text = same_culture_as_liege
			OR = {
				culture = liege.culture
				culture = {
					cultural_acceptance = { target = root.liege.culture value >= 90 } # Essentially the same culture
				}
			}
		}
	}

	cost = {
		prestige = 150
	}

	effect = {
		trigger_event = major_decisions.0001
		save_scope_as = actor
		
		change_government = clan_government
		
		hidden_effect = {
			every_vassal_or_below = {
				limit = { government_has_flag = government_is_feudal }
				change_government = clan_government
				trigger_event = {
					id = major_decisions.0002
					days = 3
				}
			}
		}
	}

	ai_potential = {
		prestige >= 150
	}

	ai_will_do = {
		base = 0
		
		modifier = {
			add = 100
			opinion = {
				target = liege
				value >= 0
			}
		}
	}
}

##################################################
# Convert Realm to Feudalism/Clan
# by Linnéa Thimrén
##################################################

# A decision to feudalize the entire realm (wow!)
convert_whole_realm_to_feudalism_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	decision_group_type = major
	desc = convert_whole_realm_to_feudalism_decision_desc

	ai_check_interval = 36

	is_shown = {
		government_has_flag = government_is_tribal
		OR = {
			is_independent_ruler = yes
			AND = {
				is_independent_ruler = no
				liege = {
					NOR = {
						government_has_flag = government_is_feudal
						government_has_flag = government_is_clan
					}
				}
			}
		}
	}

	is_valid = {
		has_realm_law = tribal_authority_3
		custom_description = {
			text = faith_is_reformed
			subject = root
			faith = { NOT = { has_doctrine_parameter = unreformed } }
		}
		prestige_level >= 2
		capital_province.county = {
			development_level >= convert_to_feudalism_development_requirement
		}

		custom_description = { #You need to have 70% of all (non-regional/unique) tribal innovations!
			text = has_all_tribal_innovations
			subject = root.culture
			culture = {
				calc_true_if = {
					amount >= 9
					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
				}
			}
		}
	}

	is_valid_showing_failures_only = {
		custom_tooltip = {
			text = permafrost_feudal_ban
			NOT = { culture = { has_cultural_parameter = permafrost_cannot_become_feudal } }
		}
	}

	cost = {
		prestige = 200
	}

	effect = {
		gain_legitimizing_legend_seed_tooltip_effect = yes
		add_character_flag = ready_to_receive_seed
		trigger_event = major_decisions.0001
		save_scope_as = actor
		convert_whole_realm_to_feudalism_effect = yes
		hidden_effect = {
			every_vassal = {
				trigger_event = {
					id = major_decisions.0002
					days = 3
				}
			}
		}
	}

	ai_potential = {
		NOT = { mpo_has_gok_mongol_empire_trigger = yes } #Stop the Mongols from slowing their conquest.
	}

	ai_will_do = {
		base = 100
	}
}

##################################################
# Convert Realm to Tribalism
# by Maxence Voleau
##################################################

# A decision to deformalise the entire realm back into tribes.
convert_to_tribalism_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	decision_group_type = major
	desc = convert_to_tribalism_decision_desc

	ai_check_interval = 36

	is_shown = {
		is_landed = yes
		primary_title.tier >= tier_county
		NOT = {
			any_held_title = {
				tier = tier_county
				title_province = {
					NOT = { has_holding_type = tribal_holding }
				}
			}
		}
		OR = {
			government_has_flag = government_is_feudal
			government_has_flag = government_is_clan
		}
	}

	is_valid = {
		
	}


	effect = {
		trigger_event = major_decisions.0200
		change_government = tribal_government
		add_prestige = {
			add = -150
		}

		hidden_effect = {
			add_character_flag = {
				flag = just_converted_to_tribalism
				years = 5
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

##################################################
# Convert Realm to Feudalism (West African Pagan)
# by Ewan Cowhig Croft
##################################################

# A decision for West African pagans to feudalise without reforming.
convert_whole_realm_to_feudalism_west_african_pagan_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	decision_group_type = major
	desc = convert_whole_realm_to_feudalism_west_african_pagan_decision_desc

	ai_check_interval = 36

	is_shown = {
		# Only tribals need formalise.
		government_has_flag = government_is_tribal
		# Unreformed West African Pagans are our targets.
		faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes
	}

	is_valid = {
		# Repeat the faith requirements, so that the player knows what's up.
		faith_qualifies_for_west_african_pagan_feudalisation_trigger = yes
		# Must have suitable authority.
		has_realm_law = tribal_authority_3
		# Independents only.
		is_independent_ruler = yes
		# West Africans feudalise from large empires.
		calc_true_if = {
			amount >= 4
			realm_size >= minor_realm_size
			highest_held_title_tier >= tier_kingdom
			custom_tooltip = {
				text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.vassal_count
				any_vassal = { count >= convert_whole_realm_to_feudalism_west_african_pagan_decision_vassal_count_value }
			}
			prestige_level >= high_prestige_level
			piety_level >= high_piety_level
			custom_tooltip = {
				text = convert_whole_realm_to_feudalism_west_african_pagan_decision.tt.wa_capital_development
				capital_county = {
					development_level >= convert_whole_realm_to_feudalism_west_african_pagan_decision_wa_capital_development_value
					title_province = { geographical_region = world_africa_west }
				}
			}
		}
		# You need to have 70% of all (non-regional/unique) tribal innovations!
		custom_description = {
			text = has_all_tribal_innovations
			subject = root.culture
			culture = {
				calc_true_if = {
					amount >= 9
					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
				}
			}
		}
	}

	cost = { prestige = 500 }

	effect = {
		trigger_event = major_decisions.0001
		save_scope_as = actor
		convert_whole_realm_to_feudalism_effect = yes
		hidden_effect = {
			every_vassal = {
				trigger_event = {
					id = major_decisions.0002
					days = 3
				}
			}
		}
	}

	ai_potential = {
		# Cut down on checks for other tribals.
		exists = capital_county.title_province
		capital_county.title_province = { geographical_region = world_africa_west }
	}

	ai_will_do = {
		base = 100
	}
}












##################################################
# DYNASTY DECISIONS

##################################################
# Declare Bloodline Holy
# by (probably) Mathilda Bjarnehed
##################################################

declare_bloodline_holy_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_family_tree.dds"
	}
	decision_group_type = major
	desc = declare_bloodline_holy_decision_desc

	ai_check_interval = 120

	is_shown = {
		is_lowborn = no
		is_landless_adventurer = no
		highest_held_title_tier >= 3 #Dukes and higher.
		NOT = { #Just once per Faith.
			faith = {
				exists = var:variable_savior_found
			}
		}
		NOR = {
			has_trait = saoshyant
			has_trait = saoshyant_descendant
			has_trait = sayyid
			has_trait = blood_of_prophet
			has_trait = savior
			has_trait = divine_blood
			has_trait = paragon
			has_trait = consecrated_blood
			faith.religion = faith:ashari.religion #Uses Sayyid mechanics already.
			faith.religion = faith:mazdayasna.religion #Must aim to become Saoshyant instead.
			dynasty = {
				exists = var:variable_made_bloodline_holy
			}
		}
		OR = { #Should not be available to non-Temporal religious heads.
			root.faith = { has_doctrine = doctrine_temporal_head }
			NOT = { root = root.faith.religious_head }
		}
		OR = {  #Either headless faith, religious head himself, or in good relations with other religious head.
			root.faith = { has_doctrine = doctrine_no_head }
			AND = {
				faith = { has_doctrine = doctrine_temporal_head } #Should not be available for the Pope and such.
				root = root.faith.religious_head
			}
			AND = {
				exists = root.faith.religious_head
				NOT = { root = root.faith.religious_head }
			}
		}
		faith = { NOT = { has_doctrine_parameter = unreformed } }
	}

	is_valid = {
		trigger_if = {
			limit = {
				exists = root.faith.religious_head
				NOT = { root = root.faith.religious_head }
			}
			root.faith.religious_head = {
				opinion = {
					target = root
					value >= 75
				}
			}
		}
		custom_description = {
			text = faith_is_reformed
			subject = root
			faith = { NOT = { has_doctrine_parameter = unreformed } }
		}
		custom_description = {
			text = "consecrate_bloodline_holy_site"
			faith = {
				any_holy_site = {
					OR = {
						county.holder = root
						county.holder.top_liege = { this = root }
					}
					count >= 1
				}
			}
		}
		piety_level >= 5
	}

	cost = {
		piety = 2500
	}

	effect = {
		gain_legitimizing_legend_seed_tooltip_effect = yes
		trigger_event = major_decisions.0100
		show_as_tooltip = {
			declare_bloodline_holy_decision_effect = yes
		}

		stress_impact = {
			content = massive_stress_impact_gain
			humble = massive_stress_impact_gain
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

##################################################
# Strengthen your Bloodline
# by Mathilda Bjarnehed
##################################################

strengthen_bloodline_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
	}
	decision_group_type = major
	desc = strengthen_bloodline_decision_desc

	ai_check_interval = 120

	is_shown = {
		is_lowborn = no
		NOT = {
			dynasty = {
			 	has_dynasty_modifier = strong_blood
			}
		}
		OR = {
			has_trait = intellect_good
			has_trait = beauty_good
			has_trait = physique_good
			any_child = {
				dynasty = root.dynasty
				OR = {
					has_trait = intellect_good
					has_trait = beauty_good
					has_trait = physique_good
				}
			}
			AND = {
				exists = player_heir
				player_heir = {
					OR = {
						has_trait = intellect_good
						has_trait = beauty_good
						has_trait = physique_good
					}
				}
			}
		}
		is_landless_adventurer = no
	}

	is_valid = {
		is_dynast = yes
		has_trait = intellect_good
		has_trait = beauty_good
		has_trait = physique_good
		OR = {
			has_trait = intellect_good_3
			has_trait = beauty_good_3
			has_trait = physique_good_3
		}
		num_of_bad_genetic_traits = 0
	}

	effect = {
		gain_legitimizing_legend_seed_tooltip_effect = yes
		show_as_tooltip = {
			strengthen_bloodline_decision_effects = yes
		}

		trigger_event = major_decisions.0500

		every_player = {
			limit = {
				NOT = {
					this = root
				}
				dynasty = root.dynasty
			}
			send_interface_toast = {
				type = event_toast_effect_good
				title = strengthen_bloodline_decision
				show_as_tooltip = {
					strengthen_bloodline_decision_effects = yes
				}
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}	

##################################################
# Dynasty of Many Crowns
# by Mathilda Bjarnehed
##################################################

dynasty_of_many_crowns_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
	}
	desc = dynasty_of_many_crowns_decision_desc
	decision_group_type = major
	ai_check_interval = 120

	is_shown = {
		is_landless_adventurer = no
		is_lowborn = no
		NOT = {
			dynasty = {
			 	has_dynasty_modifier = dynasty_of_many_crowns
			}
		}
		highest_held_title_tier >= tier_kingdom
	}

	is_valid = {
		dynasty = {
			any_dynasty_member = {
				count >= 10
				is_independent_ruler = yes
				highest_held_title_tier >= tier_kingdom
			}
		}
	}

	effect = {
		gain_legitimizing_legend_seed_tooltip_effect = yes
		save_scope_as = many_crowns
		show_as_tooltip = {
			dynasty_of_many_crowns_effects = yes
		}

		trigger_event = major_decisions.0501

		every_player = {
			limit = {
				NOT = {
					this = root
				}
				dynasty = root.dynasty
			}
			send_interface_toast = {
				type = event_toast_effect_good
				title = dynasty_of_many_crowns
				show_as_tooltip = {
					dynasty_of_many_crowns_effects = yes
				}
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}












##################################################
# DE JURE DECISIONS

##################################################
# Found New Kingdom
# by some unknown hero
##################################################

found_kingdom_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
	}
	decision_group_type = major
	ai_check_interval = 60
	desc = found_kingdom_decision_desc

	is_shown = {
		highest_held_title_tier = tier_duchy
		NOT = { 
			has_game_rule = off_custom_kingdoms 
		}
		is_landed_or_landless_administrative = yes
		is_confederation_member = no
		shogunate_has_yamato_culture_trigger = no			# Shogunate
	}

	is_valid = {
		prestige_level >= 3
		is_independent_ruler = yes
		OR = {
			custom_description = {
				text = found_kingdom_decision_three_duchies_held
				any_held_title = {
					count > 2
					tier = tier_duchy
				}
			}
			sub_realm_size >= 30
		}
		trigger_if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			OR = {
				has_realm_law = nomadic_authority_5
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_3
			}
		}
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = {
					government_has_flag = government_is_nomadic
				}
				multiply = 0
			}
		}
		prestige = 500
		piety = {
			value = 200
			if = {
				limit = {
					government_has_flag = government_is_nomadic
				}
				multiply = 0
			}
		}
	}

	effect = {
		create_custom_kingdom_effect = yes
		if = {
			limit = {
				is_ai = no
				NOT = { exists = global_var:found_kingdom_decision  }
			}
			set_global_variable = {
				name = found_kingdom_decision
				value = root
			}
			set_global_variable = {
				name = found_kingdom_decision_kingdom
				value = root.primary_title
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

##################################################
# Found New Empire
# by some unknown hero
##################################################

found_empire_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
	}
	decision_group_type = major
	ai_check_interval = 60
	desc = found_empire_decision_desc

	is_shown = {
		highest_held_title_tier = tier_kingdom
		OR = {
			is_independent_ruler = yes
			any_held_title = {
				count >= 3
				tier = tier_kingdom
			}
		}
		NOT = { 
			has_game_rule = off_custom_kingdoms
		}
		is_landed_or_landless_administrative = yes
		is_confederation_member = no
		shogunate_has_yamato_culture_trigger = no			# Shogunate
	}

	is_valid = {
		prestige_level >= 4
		trigger_if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			OR = {
				sub_realm_size >= 60
				AND = {
					custom_description = {
						text = found_empire_decision_three_kingdoms_held
						any_held_title = {
							count >= 2
							tier = tier_kingdom
						}
					}
					sub_realm_size >= 40
				}
			}
		}
		trigger_else = {
			OR = {
				sub_realm_size >= 120
				AND = {
					custom_description = {
						text = found_empire_decision_three_kingdoms_held
						any_held_title = {
							count >= 3
							tier = tier_kingdom
						}
					}
					sub_realm_size >= 80
				}
			}
		}
		
		trigger_if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			OR = {
				has_realm_law = nomadic_authority_5
				has_realm_law = nomadic_authority_4
			}
		}

		trigger_if = {
			limit = {
				exists = struggle:iberian_struggle
				# only display the condition for people from relevant faiths and cultures
				struggle:iberian_struggle = {
					OR = {
						is_culture_involved_in_struggle = root.culture
						is_faith_involved_in_struggle = root.faith
					}
				}
				# and living nearby
				any_realm_county = {
 					title_province = {
 						OR = {
 							geographical_region = ghw_region_north_africa
 							geographical_region = world_europe_west
 							geographical_region = world_europe_south
					 	}
 					}
 				}
			}
			custom_description = {
				text = found_empire_decision_not_part_of_iberian_struggle
				NOT = {
					any_character_struggle = {
						is_struggle_type = iberian_struggle
					}
				}
			}
		}

		rule_title_creation_imperial_power_projection_title_creation_trigger = yes
	}

	is_valid_showing_failures_only = {
		is_independent_ruler = yes
		is_available_adult = yes
		is_at_war = no
	}

	cost = {
		gold = {
			value = 1200
			if = {
				limit = {
					government_has_flag = government_is_nomadic
				}
				multiply = 0
			}
		}
		prestige = 2000
		piety = {
			value = 600
			if = {
				limit = {
					government_has_flag = government_is_nomadic
				}
				multiply = 0
			}
		}
	}

	effect = {
		if = {
			limit = {
				NOT = { government_has_flag = government_is_nomadic }
			}
			create_custom_empire_effect = yes
			gain_heroic_legend_seed_tooltip_effect = yes
			hidden_effect = {
				legend_seed_new_title_effect = yes
			}
		}
		else = {
			create_custom_empire_effect = yes
		}
		if = {
			limit = {
				is_ai = no
				NOT = { exists = global_var:found_empire_decision  }
			}
			set_global_variable = {
				name = found_empire_decision
				value = root
			}
			set_global_variable = {
				name = found_empire_decision_empire
				value = root.primary_title
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}












##################################################
# REALM DECISIONS

##################################################
# Adopt Special Succession
# by Ewan Cowhig Croft
##################################################

# Take on one of your cultural succession types.
adopt_special_succession_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
	}
	desc = adopt_special_succession_decision_desc

	ai_check_interval = 36

	is_shown = {
		OR = {	#Must be eligible for a special succession type.
			special_succession_witengamot_trigger = yes
			special_succession_thing_trigger = yes
			special_succession_tanistry_trigger = yes
			special_succession_jirga_trigger = yes 
		}
		AND = {
			is_landed_or_landless_administrative = yes
			highest_held_title_tier >= tier_kingdom
			has_realm_law_flag = partition_succession_law
			any_held_title = {
				tier >= tier_kingdom
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
		}
		current_date < 1100.1.1	#Curtail special succession types as the centuries wear on. Ever on.
		
		trigger_if = { # Prevent Norway from essentially giving England back to the Anglo-Saxons
			limit = {
				is_ai = yes
				special_succession_thing_trigger = yes
				any_held_title = {
					this = title:k_england
				}
				NAND = { # If they're on the isle itself, it's fine
					primary_title = title:k_england
					capital_county.kingdom = title:k_england
				}
			}
			always = no
		}
	}

	is_valid = {
		trigger_if = {
			limit = { highest_held_title_tier = tier_kingdom }
			#Either hold a valid top-tier king title as a king...
			AND = {
				any_held_title = {
					tier = tier_kingdom
					NOR = {
						custom_description = {
							text = found_kingdom_decision_advanced_succesion
							has_title_law_flag = advanced_succession_law
						}
						custom_description = {
							text = found_kingdom_decision_elective_succesion
							has_title_law_flag = elective_succession_law
						}
					}
				}
			}
		}
		trigger_else = {
			#... Or a valid top-tier empire title as an emperor.
			AND = {
				highest_held_title_tier >= tier_empire
				any_held_title = {
					tier >= tier_empire
					NOR = {
						custom_description = {
							text = found_kingdom_decision_advanced_succesion
							has_title_law_flag = advanced_succession_law
						}
						custom_description = {
							text = found_kingdom_decision_elective_succesion
							has_title_law_flag = elective_succession_law
						}
					}
				}
			}
		}
	}

	cost = {
		prestige = 300
	}

	effect = {
		show_as_tooltip = {
			custom_tooltip = adopt_special_succession_decision_effects.tt
		}
		trigger_event = major_decisions.3100
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

##################################################
# Challenge Ruler for Title
# by Linnéa Thimrén
##################################################

tribal_challenge_ruler_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = major
	desc = tribal_challenge_ruler_decision_desc
	selection_tooltip = tribal_challenge_ruler_decision_tooltip

	ai_check_interval = 36

	cooldown = { days = 3650 }

	is_shown = {
		government_has_flag = government_is_tribal
		exists = liege
		liege = {
			NOT = { this = root }
			government_has_flag = government_is_tribal
			exists = primary_title
			primary_title = {
				save_temporary_scope_as = title_check
			}
		}
		has_claim_on = scope:title_check
		can_start_single_combat_trigger = yes
		is_imprisoned = no
	}

	is_valid_showing_failures_only = {
		is_adult = yes
		liege = {
			is_available = yes
			is_adult = yes
		}
		custom_description = {
			text = recently_took_tribal_challenge_ruler_decision
			subject = root
			NOT = { has_character_flag = recently_took_the_tribal_challenge_ruler_decision }
		}
		can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege }
	}

	effect = {
		save_scope_as = challenger

		add_character_flag = { #To enable the event and block the decision
			flag = recently_took_the_tribal_challenge_ruler_decision
			years = 10
		}

		liege = {
			save_scope_as = liege_to_challenge
			primary_title = {
				save_scope_as = title_being_fought_over
			}
			trigger_event = tribal.1001
		}

		custom_tooltip = tribal_challenge_ruler_effect_tooltip
		show_as_tooltip = {
			random_list = {
				10 = {
					show_chance = no
					desc = tribal_challenge_ruler_desc_success
					tribal_transfer_liege_title_effect = yes
				}
				10 = {
					show_chance = no
					desc = tribal_challenge_ruler_desc_failure
					tribal_challenger_lost_effect = yes
				}
			}
		}
	}
	
	ai_potential = { #Strict restrictions on the ai so they don't go challenge people all the time
		highest_held_title_tier > tier_barony
		has_trait = ambitious
	}

	ai_will_do = {
		base = 0

		ai_value_modifier = {
			ai_greed = 0.25
		}

		opinion_modifier = {
			opinion_target = liege
			multiplier = -1
		}

		modifier = {
			add = 25
			has_trait = ambitious
		}

		modifier = { #Unlikely towards players since it can be such a disruptive force
			add = -50
			liege = { is_ai = no }
		}

		modifier = {
			add = -5000
			liege = {
				is_ai = yes
				mpo_has_gok_mongol_empire_trigger = yes
			}
		}
	}
}












##################################################
# PERSONAL DECISIONS

##################################################
# GetFaith Cannibalism
# by Linnéa Thimrén
##################################################

accept_cannibalism_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
	}
	decision_group_type = major
	ai_check_interval = 0

	desc = accept_cannibalism_decision_desc
	selection_tooltip = accept_cannibalism_decision_tooltip

	is_shown = {
		is_cannibal_trigger = yes
		NOR = { #Snacking on people should be frowned upon
			faith = { has_doctrine_parameter = cannibalism_legal }
			faith = { has_variable = accepted_cannibalism }
			faith.religious_head = root
		}

	}

	is_valid = {
		trigger_if = {
			limit = { exists = root.cp:councillor_court_chaplain }
			custom_description = {
				text = accept_cannibalism_decision_custom
				#Your court chaplain should also be a cannibal!
				root.cp:councillor_court_chaplain ?= { is_cannibal_trigger = yes }
			}
		}
		trigger_if = {
			limit = { exists = faith.religious_head }
			faith.religious_head = {
				opinion = {
					target = root
					value >= 40
				}
			}
		}
		piety_level >= high_piety_level
	}

	is_valid_showing_failures_only = {
		is_ruler = yes
		is_available_adult = yes
	}

	cost = {
		piety = major_piety_value
	}

	effect = {
		save_scope_as = cannibal
		root.cp:councillor_court_chaplain = {
			save_scope_as = court_chaplain
		}
		show_as_tooltip = {
			accept_cannibalism_decision_effect = yes
		}
		trigger_event = major_decisions.1001
		every_player = {
			limit = {
				NOT = { this = root }
				faith = root.faith
			}
			trigger_event = major_decisions.1002
		}
	}
	
	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = 0
	}
}

##################################################
# Found University
# by (probably) Linnéa Thimrén
##################################################

found_university_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
	}
	decision_group_type = major
	ai_check_interval = 0

	desc = found_university_decision_desc
	selection_tooltip = found_university_decision_tooltip

	is_shown = {
		always = no # Universities are now built like normal special buildings so they can be seen in the Economy Mapmode, keeping this decision around in case we want to retool it into something else
		highest_held_title_tier >= tier_duchy
		any_sub_realm_barony = {
			OR = { #A place where universities historically existed early
				this = title:b_fes
				this = title:b_cairo
				this = title:b_bologna
				this = title:b_salamanca
				this = title:b_madrid
				this = title:b_oxford
				this = title:b_cambridge
				this = title:b_padua
				this = title:b_siena
				this = title:b_coimbra
				this = title:b_napoli
				this = title:b_tirakka
				this = title:b_milano			
				this = title:b_lund			
				this = title:b_vienna
				this = title:b_speyer
				this = title:b_krakow
				this = title:b_pisa
				this = title:b_turin
				this = title:b_ferrara
				this = title:b_leipzig
				this = title:b_messina
				this = title:b_barcelona
				this = title:b_dumbarton
			}
			title_province = {
				NOR = {
					exists = var:university
					has_building_or_higher = al_azhar_university
					has_building_or_higher = sankore_university
					has_building_or_higher = siena_university
					has_building_or_higher = nalanda_university
				}
			}
		}
	}

	is_valid = {
		prestige_level >= 4

		OR = {
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_fes }
					title:b_fes.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_fes.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_fes.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_cairo }
					title:b_cairo.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_cairo.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_cairo.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_bologna }
					title:b_bologna.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_bologna.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_bologna.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_salamanca }
					title:b_salamanca.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_salamanca.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_salamanca.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_madrid }
					title:b_madrid.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_madrid.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_madrid.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_oxford }
					title:b_oxford.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_oxford.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_oxford.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_cambridge }
					title:b_cambridge.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_cambridge.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_cambridge.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_padua }
					title:b_padua.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_padua.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_padua.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_siena }
					title:b_siena.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_siena.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_siena.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_coimbra }
					title:b_coimbra.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_coimbra.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_coimbra.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_napoli }
					title:b_napoli.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_napoli.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_napoli.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_tirakka }
					title:b_tirakka.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_tirakka.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_tirakka.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_milano }
					title:b_milano.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_milano.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_milano.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_lund }
					title:b_lund.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_lund.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_lund.title_province = { has_special_building_slot = no }
					}
				}
			}	
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_vienna }
					title:b_vienna.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_vienna.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_vienna.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_speyer }
					title:b_speyer.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_speyer.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_speyer.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_krakow }
					title:b_krakow.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_krakow.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_krakow.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_pisa }
					title:b_pisa.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_pisa.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_pisa.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_turin }
					title:b_turin.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_turin.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_turin.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_ferrara }
					title:b_ferrara.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_ferrara.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_ferrara.title_province = { has_special_building_slot = no }
					}
				}
			}
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_leipzig }
					title:b_leipzig.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_leipzig.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_leipzig.title_province = { has_special_building_slot = no }
					}
				}
			}	
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_messina }
					title:b_messina.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_messina.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_messina.title_province = { has_special_building_slot = no }
					}
				}
			}	
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_barcelona }
					title:b_barcelona.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_barcelona.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_barcelona.title_province = { has_special_building_slot = no }
					}
				}
			}	
			trigger_if = {
				limit = {
					any_sub_realm_barony = { this = title:b_dumbarton }
					title:b_dumbarton.title_province = { NOT = { exists = var:university } }
				}
				AND = {
					title:b_dumbarton.county = { development_level >= 30 }
					custom_description = {
						text = no_special_building_slot
						title:b_dumbarton.title_province = { has_special_building_slot = no }
					}
				}
			}				
		}
	}

	is_valid_showing_failures_only = {
		is_ruler = yes
		is_available_adult = yes
	}

	effect = {
		save_scope_as = founder

		show_as_tooltip = { found_university_decision_effect = yes }

		trigger_event = major_decisions.2001
		every_player = {
			limit = {
				NOT = { this = root }
				is_within_diplo_range = { CHARACTER = root }
			}
			trigger_event = major_decisions.2002
		}
	}

	cost = {
		prestige = medium_prestige_value
	}
	
	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = 0
	}
}

##################################################
# Build a Glass Monument
# by Linnéa Thimrén
##################################################

lunatic_building_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
	}
	decision_group_type = major
	ai_check_interval = 0

	desc = lunatic_building_decision_desc
	selection_tooltip = lunatic_building_decision_tooltip

	is_shown = {
		has_trait = lunatic
		has_character_flag = glass_dream
		is_landed_or_landless_administrative = yes
		exists = capital_province
		NOT = {
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:lunatic_building_decision
			}
		}
	}

	is_valid = {
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_ruler = yes
		is_available_adult = yes
	}

	effect = {
		save_scope_as = builder
		root.cp:councillor_court_chaplain = {
			save_scope_as = court_chaplain
		}
		show_as_tooltip = { lunatic_building_decision_effect = yes }

		trigger_event = major_decisions.3001
		every_player = {
			limit = {
				NOT = { this = root }
				is_within_diplo_range = { CHARACTER = root }
			}
			trigger_event = major_decisions.3002
		}
		#Can only happen once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:lunatic_building_decision
		}
	}

	cost = {
		gold = massive_gold_value
		prestige = medium_prestige_gain
	}
	
	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = 0
	}
}

##################################################
# Found Witch Coven
# by 
##################################################

found_witch_coven_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
	}
	decision_group_type = major
	ai_check_interval = 0
	desc = found_witch_coven_decision_desc

	is_shown = {
		OR = {
			has_trait = witch
			any_secret = { secret_type = secret_witch }
		}
		exists = house
		NOT = { house = { has_house_modifier = witch_coven } }
	}

	is_valid = {
		is_house_head = yes
		trigger_if = {
			limit = {
				exists = player_heir
				player_heir = {
					is_child_of = root
					house = root.house
				}
			}
			player_heir = {
				is_witch_known_by_trigger = { CHARACTER = root }
			}
		}
		#We want a certain % to be witches but also a minimum amount. So if the house is small, we use a minimum number, and if the house is larger we use %
		trigger_if = {
			limit = {
				house = {
					any_adult_house_member = {
						always = yes
						count <= 6
					}
				}
			}
			house = {
				custom_tooltip = {
					text = found_witch_coven_house_member_count_tt
					any_adult_house_member = {
						count >= found_witch_coven_member_count_value
						is_witch_known_by_trigger = { CHARACTER = root }
					}
				}
				any_adult_house_member = {
					count >= found_witch_coven_member_count_value
					is_witch_known_by_trigger = { CHARACTER = root }
				}
			}
		}
		trigger_else = {
			house = {
				custom_tooltip = {
					text = found_witch_coven_house_member_percent_tt
					any_adult_house_member = {
						percent >= found_witch_coven_member_percent_value
						is_witch_known_by_trigger = { CHARACTER = root }
					}
				}
				any_adult_house_member = {
					percent >= found_witch_coven_member_percent_value
					is_witch_known_by_trigger = { CHARACTER = root }
				}
			}
		}
	}

	is_valid_showing_failures_only = {
	}

	effect = {
		found_witch_coven_decision_effects = yes
	}
}

##################################################
# Repay Loan
# by Linnéa Thimrén
##################################################

repay_loan_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
	}
	decision_group_type = major

	desc = repay_loan_decision_decision_desc
	selection_tooltip = repay_loan_decision_decision_tooltip

	ai_check_interval = 0

	is_shown = {
		trigger_if = {
			limit = {
				has_character_flag = borrow_from_holy_order
			}
			faith = {
				any_faith_holy_order = { #Your faith must have a Holy Order
					leader = {
						exists = var:owes_me_money
						var:owes_me_money = root
					}
				}
			}
		}
		exists = var:loan_amount_owed
		exists = var:loan_holder
	}

	is_valid_showing_failures_only = {
		is_available = yes
		gold >= var:loan_amount_owed
	}

	effect = {
		pay_short_term_gold = {
			gold = var:loan_amount_owed
			target = var:loan_holder
		}
		if = {
			limit = {
				faith = {
					any_faith_holy_order = {
						leader = {
							this = root.var:loan_holder
						}
					}
				}
			}
			faith = {
				random_faith_holy_order = {
					limit = {
						leader = { this = root.var:loan_holder }
					}
					leader = { save_scope_as = recipient }
					save_scope_as = order
				}
			}
			hidden_effect = { remove_decision_cooldown = repay_loan_decision }
		}
		remove_variable = loan_amount_owed
		remove_variable = loan_holder
		remove_character_flag = borrow_from_holy_order
		if = {
			limit = {
				has_character_flag = promised_repayment
			}
			remove_character_flag = promised_repayment
		}
		if = {
			limit = {
				exists = var:has_reminded_about_loan
			}
			remove_variable = has_reminded_about_loan
		}
		if = {
			limit = {
				exists = var:original_loan_holder
			}
			remove_variable = original_loan_holder
		}
		if = {
			limit = {
				any_vassal = {
					exists = var:owes_me_money
				}
			}
			random_vassal = {
				limit = {
					exists = var:owes_me_money
				}
				save_scope_as = recipient
			}
		}
		scope:recipient = {
			remove_variable = owes_me_money
			remove_variable = loan_amount_owed
			if = {
				limit = {
					exists = var:original_lender
				}
				remove_variable = original_lender
			}
		}
	}
	
	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = 0
	}
}

##################################################
# Escape from Prison
# by Linnéa Thimrén
##################################################

escape_from_prison_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_prison.dds"
	}
	decision_group_type = major
	desc = escape_from_prison_decision_desc
	selection_tooltip = escape_from_prison_decision_tooltip

	ai_check_interval = 24

	cooldown = { days = 1825 }

	is_shown = { 
		is_imprisoned = yes 
		NOT = { #Disqualify Hereward, but only when he's been imprisoned via the story cycle
			has_character_flag = harrying_imprisoned_flag
		}
	}

	is_valid_showing_failures_only = {
		#is_available = yes
		age >= 10
	}

	effect = {
		imprisoner = {
			save_scope_as = imprisoner
		}
		show_as_tooltip = {
			random_list = {
				50 = {
					show_chance = no
					desc = escape_from_prison_decision_success.tt
					release_from_prison = yes
					scope:imprisoner = {
						if = {
							limit = {
								OR = {
									has_revoke_title_reason = root
									has_banish_reason = root
									has_execute_reason = root
								}
							}
							add_opinion = {
								target = root
								modifier = escaped_from_prison_crime
							}
						}
						else = {
							add_opinion = {
								target = root
								modifier = escaped_from_prison_opinion
							}
						}
					}
				}
				50 = {
					show_chance = no
					desc = escape_from_prison_decision_failure.tt
					custom_tooltip = escape_from_prison_decision_failure_outcome.tt
				}
			}
		}
		custom_tooltip = escape_from_prison_decision_effect_tooltip
		trigger_event = {
			on_action = escape_from_prison
		}
		# If this is an AI, reset the AI escape cooldown.
		if = {
			limit = { 
				is_ai = yes 
				exists = imprisoner
			}
			imprisoner = {
				add_character_flag = {
					flag = imprisoner_in_recent_escape_attempt
					days = 1825
				}
			}
		}
	}
	
	ai_potential = {
		# Pre-filter AI & stop them spamming their gaoler.
		exists = imprisoner
		imprisoner = {
			NOT = { has_character_flag = imprisoner_in_recent_escape_attempt }
		}
		OR = {
			# Important prisoners wish to escape.
			is_playable_character = yes
			# As do prisoners held in abhorrent conditions.
			is_in_prison_type = dungeon
		}
	}

	ai_will_do = {
		base = 0
		
		# Weight up for those who are brave, haughty, or enjoy their creature comforts.
		modifier = {
			add = 50
			has_trait = brave
		}
		modifier = {
			add = 50
			has_trait = ambitious
		}
		modifier = {
			add = 25
			has_trait = arrogant
		}
		modifier = {
			add = 25
			has_trait = greedy
		}
		modifier = {
			add = 25
			has_trait = gluttonous
		}
		modifier = {
			add = 25
			has_character_modifier = childhood_prison_escape
		}
		# Weight down for cowards, the humble, and the stoic.
		modifier = {
			add = -50
			has_trait = craven
		}
		modifier = {
			add = -25
			has_trait = content
		}
		modifier = {
			add = -25
			has_trait = humble
		}
		modifier = {
			add = -25
			has_trait = generous
		}
		modifier = {
			add = -25
			has_trait = temperate
		}
		modifier = {
			add = -25
			has_character_modifier = childhood_prison_endure
		}
		# Being tortured really motivates you, regardless of personality.
		modifier = {
			add = 200
			has_character_modifier = recently_tortured
		}
		# High prowess characters know they stand a chance.
		modifier = {
			add = 25
			prowess >= high_skill_rating
		}
		modifier = {
			add = 25
			prowess >= very_high_skill_rating
		}
		modifier = {
			add = 25
			prowess >= extremely_high_skill_rating
		}
		# Low prowess characters know they don't.
		modifier = {
			add = -25
			prowess <= mediocre_skill_rating
			# Unless they're *that* arrogant.
			NOR = {
				has_trait = arrogant
				ai_boldness >= very_high_positive_ai_value
			}
		}
		modifier = {
			add = -25
			prowess <= low_skill_rating
			# Unless they're *that* arrogant.
			NOR = {
				has_trait = arrogant
				ai_boldness >= very_high_positive_ai_value
			}
		}
	}
}

# Found Duchy Decision
found_duchy_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
	}
	decision_group_type = major
	ai_check_interval = 60

	cooldown = { years = 10 }

	is_shown = {
		highest_held_title_tier = tier_county
		is_landed = yes
		OR = {
			AND = {
				is_ai = no
				has_game_rule = on_custom_duchies_player
			}
			has_game_rule = on_custom_duchies
		}
		NOR = { 
			government_allows = administrative 
			government_has_flag = government_is_nomadic
		}
	}

	is_valid = {
		is_independent_ruler = yes
		trigger_if = {
			limit = {
				has_legitimacy = yes 
			}
			OR = {
				prestige_level >= 3
				legitimacy_level >= 4
			}
		}
		trigger_else = {
			prestige_level >= 4
		}
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	cost = {
		gold = 150
		prestige = 250
		piety = 200
	}

	effect = {
		create_custom_duchy_effect = yes
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

# Expand Duchy Decision
expand_duchy_decision = {
	picture = {
		trigger = {
			OR = {
				government_has_flag = government_is_nomadic
				government_has_flag = government_is_clan
			}
		}
		reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
	}
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = realm
	ai_check_interval = 240

	cooldown = { years = 10 }

	widget = {
		controller = create_holy_order
		barony_valid = {
			scope:ruler = {
				trigger_if = {
					limit = {
						highest_held_title_tier = tier_duchy
					}
					primary_title = { 
						save_temporary_scope_as = duchy_title 
					}
				}
				trigger_else = {
					capital_county.duchy = {
						save_temporary_scope_as = duchy_title
					}
				}
			}
			trigger_if = {
				limit = { exists = this }
				save_temporary_scope_as = checking_title
				is_capital_barony = yes
				NOT = {
					scope:duchy_title = {
						is_de_jure_liege_or_above_target = scope:checking_title
					}
				}
				this.county = {
					OR = {
						any_neighboring_county = {
							duchy = scope:duchy_title
						}
						AND = {
							scope:duchy_title = { is_titular = yes }
							this = scope:duchy_title.title_capital_county
						}
					}
				}
				holder = scope:ruler
			}
		}
	}

	is_shown = {
		save_temporary_scope_as = root_scope_temporary
		highest_held_title_tier >= tier_duchy
		OR = {
			AND = {
				is_ai = no
				has_game_rule = on_custom_duchies_player
			}
			has_game_rule = on_custom_duchies
		}
		is_landed_or_landless_administrative = yes
		trigger_if = {
			limit = {
				highest_held_title_tier = tier_duchy
			}
			primary_title = { 
				save_temporary_scope_as = duchy_title 
			}
		}
		trigger_else = {
			root.capital_county.duchy = {
				save_temporary_scope_as = duchy_title
			}
		}
		scope:duchy_title = {
			any_de_jure_county = {
				count < expand_duchy_max_size_value
			}
		}
	}

	is_valid = {
		save_temporary_scope_as = root_scope_temporary
		is_independent_ruler = yes
		trigger_if = {
			limit = {
				highest_held_title_tier = tier_duchy
			}
			primary_title = { 
				save_temporary_scope_as = duchy_title 
			}
		}
		trigger_else = {
			root.capital_county.duchy = {
				save_temporary_scope_as = duchy_title
			}
		}
		trigger_if = {
			limit = {
				OR = {
					has_legitimacy = yes 
					exists = scope:barony
				}
			}
			OR = {
				prestige_level >= 3
				trigger_if = {
					limit = {
						has_legitimacy = yes 
					}
					legitimacy_level >= 4
				}
				trigger_if = {
					limit = {
						exists = scope:barony
					}
					custom_tooltip = {
						text = expand_duchy_capital_tooltip
						scope:barony.county ?= root.primary_title.title_capital_county
					}
				}
			}
		}
		trigger_else = {
			prestige_level >= 3
		}
		custom_tooltip = {
			text = expand_duchy_less_than_4
			scope:duchy_title = {
				any_de_jure_county = {
					count < expand_duchy_max_size_value
				}
			}
		}
		trigger_if = {
			limit = {
				exists = scope:barony
			}
			scope:barony.county ?= {
				title_held_years >= 5
			}
		}
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	cost = {
		prestige = {
			if = {
				limit = {
					trigger_if = {
						limit = {
							highest_held_title_tier = tier_duchy
						}
						primary_title = { 
							save_temporary_scope_as = duchy_title 
						}
					}
					trigger_else = {
						root.capital_county.duchy = {
							save_temporary_scope_as = duchy_title
						}
					}
					scope:barony.county ?= scope:duchy_title.title_capital_county
				}
				value = 250
			}
			else = {
				value = 1000
			}
		}
	}

	effect = {
		if = {
			limit = {
				highest_held_title_tier = tier_duchy
			}
			primary_title = { 
				save_temporary_scope_as = duchy_title_scope
			}
		}
		else = {
			root.capital_county.duchy = {
				save_temporary_scope_as = duchy_title_scope
			}
		}
		hidden_effect = {
			if = {
				limit = {
					scope:barony.duchy.title_capital_county ?= scope:barony.county
					scope:barony.duchy ?= {
						any_de_jure_county = {
							NOT = { this = scope:barony.county }
						}
					}
				}
				scope:barony.duchy = {
					ordered_de_jure_county = {
						order_by = development_level
						limit = { NOT = { this = scope:barony.county } }
						save_scope_as = new_duchy_capital
					}
					set_capital_county = scope:new_duchy_capital
				}
			}
		}
		scope:barony.county ?= {
			set_de_jure_liege_title = scope:duchy_title_scope
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

# Set De Jure Capital Decision
set_de_jure_capital_decision = {
	picture = {
		trigger = {
			government_has_flag = government_is_nomadic
		}
		reference = "gfx/interface/illustrations/event_scenes/mpo_city_steppe.dds"
	}
	picture = {
		reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds"
	}
	decision_group_type = realm
	ai_check_interval = 240

	cooldown = { years = 10 }

	widget = {
		gui = "decision_view_widget_option_list_generic"
		controller = decision_option_list_controller
		decision_to_second_step_button = "SET_DE_JURE_CAPITAL_CHOOSE_TYPE"
		show_from_start = yes

		item = { # Duchy
			value = set_duchy_capital
			is_valid = {
				
			}
			current_description = hire_physician_decision_desc
			localization = set_de_jure_capital_duchy
			icon = "gfx/interface/icons/duchy_crown.dds"
			ai_chance = { value = 100 }
		}

		item = { # Kingdom
			value = set_kingdom_capital
			is_shown = {
				root = {
					highest_held_title_tier >= tier_kingdom
				}
			}
			current_description = hire_physician_decision_desc
			localization = set_de_jure_capital_kingdom
			icon = "gfx/interface/icons/kingdom_crown.dds"
			ai_chance = { value = 100 }
		}

		item = { # Empire
			value = set_empire_capital
			is_shown = {
				root = {
					highest_held_title_tier >= tier_empire
				}
			}
			current_description = hire_physician_decision_desc
			localization = set_de_jure_capital_empire
			icon = "gfx/interface/icons/empire_crown.dds"
			ai_chance = { value = 100 }
		}
	}

	is_shown = {
		highest_held_title_tier >= tier_duchy
		OR = {
			AND = {
				highest_held_title_tier >= tier_duchy
				NOT = { root.capital_county = root.capital_county.duchy.title_capital_county }
			}
			AND = {
				highest_held_title_tier >= tier_kingdom
				NOT = { root.capital_county = root.capital_county.kingdom.title_capital_county }
			}
			AND = {
				highest_held_title_tier >= tier_empire
				NOT = { root.capital_county = root.capital_county.empire.title_capital_county }
			}
		}
	}

	is_valid = {
		root.capital_county = {
			save_temporary_scope_as = current_capital
		}
		trigger_if = {
			limit = {
				OR = {
					AND = {
						highest_held_title_tier = tier_duchy
						scope:set_duchy_capital = yes
					}
					AND = {
						highest_held_title_tier = tier_kingdom
						scope:set_kingdom_capital = yes
					}
					AND = {
						highest_held_title_tier = tier_empire
						scope:set_empire_capital = yes
					}
				}
			}
			root.primary_title = {
				save_temporary_scope_as = current_de_jure
			}
		}
		trigger_else = {
			switch = {
				trigger = yes
				scope:set_duchy_capital = {
					root.capital_county.duchy = { save_temporary_scope_as = current_de_jure }
				}
				scope:set_kingdom_capital = { 
					root.capital_county.kingdom = { save_temporary_scope_as = current_de_jure } 
				}
				scope:set_empire_capital = { 
					root.capital_county.empire = { save_temporary_scope_as = current_de_jure } 
				}
			}
		}

		scope:current_de_jure.title_capital_county = {
			save_temporary_scope_as = title_check
		}

		has_title = scope:current_de_jure
		custom_tooltip = {
			text = set_de_jure_not_de_jure_tooltip
			scope:current_de_jure = {
				is_de_jure_liege_or_above_target = scope:current_capital
			}
		}
		custom_tooltip = {
			text = set_de_jure_capital_already_done_tooltip
			NOT = {
				scope:title_check = scope:current_capital
			}
		}
		custom_tooltip = {
			text = set_de_jure_capital_hold_current_capital_tooltip
			any_sub_realm_county = { this = scope:title_check }
		}
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	cost = {
		prestige = {
			if = {
				limit = {
					is_ai = no
				}
				switch = {
					trigger = yes
					scope:set_duchy_capital = { value = 500 }
					scope:set_kingdom_capital = { value = 750 }
					scope:set_empire_capital = { value = 1000 }
				}
			}
			else = {
				value = 250
			}
		}
	}

	effect = {
		root.capital_county = {
			save_scope_as = current_capital_scope
		}
		if = {
			limit = {
				OR = {
					AND = {
						highest_held_title_tier = tier_duchy
						scope:set_duchy_capital = yes
					}
					AND = {
						highest_held_title_tier = tier_kingdom
						scope:set_kingdom_capital = yes
					}
					AND = {
						highest_held_title_tier = tier_empire
						scope:set_empire_capital = yes
					}
				}
			}
			root.primary_title = {
				title_capital_county = { save_scope_as = old_capital }
				save_scope_as = current_de_jure_scope
			}
		}
		else = {
			switch = {
				trigger = yes
				scope:set_duchy_capital = {
					root.capital_county.duchy = { 
						title_capital_county = { save_scope_as = old_capital }
						save_scope_as = current_de_jure_scope 
					}
				}
				scope:set_kingdom_capital = { 
					root.capital_county.kingdom = { 
						title_capital_county = { save_scope_as = old_capital }
						save_scope_as = current_de_jure_scope 
					} 
				}
				scope:set_empire_capital = { 
					root.capital_county.empire = { 
						title_capital_county = { save_scope_as = old_capital }
						save_scope_as = current_de_jure_scope 
					}
				}
			}
		}

		if = {
			limit = {
				scope:set_duchy_capital = yes
			}
			custom_tooltip = { text = set_de_jure_capital_warning }
		}
		else = {
			custom_tooltip = {
				text = set_de_jure_capital_effect_tooltip
			}
		}
		hidden_effect = {
			scope:current_de_jure_scope ?= {
				set_capital_county = root.capital_county
			}
			# A bit of an ugly script hack, to make sure the Duchy Building slot is properly moved, which happens when a duchy capital is moved out of the duchy de jure. We temporarily move them out of the duchy de jure, and back again, to force this effect. Remove when Code gets a chance to have a look at it
			if = {
				limit = {
					scope:set_duchy_capital = yes
				}
			}
			scope:old_capital ?= {
				duchy = { save_scope_as = current_duchy }
				random_duchy = {
					limit = {
						NOT = { this = scope:current_duchy }
						is_noble_family_title = no
						is_mercenary_company = no
					}
					save_scope_as = placeholder_duchy
				}
				scope:current_duchy = {
					every_de_jure_county = {
						limit = {
							NOT = { this = root.capital_county }
						}
						set_de_jure_liege_title = scope:placeholder_duchy
						add_to_list = correction_list
					}
				}
				every_in_list = {
					list = correction_list
					set_de_jure_liege_title = scope:current_duchy
				}
			}
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}
