﻿revoke_title_interaction = {
	category = interaction_category_vassal
	common_interaction = no
	highlighted_reason = HIGHLIGHTED_HAS_REVOKE_TITLE_REASON
	notification_text = REVOKE_TITLE_PROPOSAL
	interface_priority = 110

	name = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:actor = {
						government_allows = administrative
					}
					scope:recipient = {
						government_allows = administrative
					}
				}
				desc = revoke_governorship_interaction
			}
			desc = revoke_title_interaction
		}
	}

	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:actor = {
						government_allows = administrative
					}
					scope:recipient = {
						government_allows = administrative
					}
				}
				desc = revoke_governorship_interaction_desc
			}
			desc = revoke_title_interaction_desc
		}
	}

	icon = {
		trigger = {
			scope:actor = {
				government_allows = administrative
			}
			scope:recipient = {
				government_allows = administrative
			}
		}
		reference = revoke_governorship
	}
	icon = revoke_title

	special_interaction = revoke_title_interaction
	interface = revoke_title
	target_type = title
	target_filter = recipient_domain_titles
	ai_maybe = yes
	can_send_despite_rejection = yes
	popup_on_receive = yes
	pause_on_receive = yes

	interface_priority = 60
	ai_min_reply_days = 4
	ai_max_reply_days = 9

	on_decline_summary = general_rebellion_decline_summary

	# actor character giving the titles
	# recipient character receiving the titles

	is_shown = {
		scope:recipient = {
			NOT = { government_has_flag = government_is_true_herder } # They have their own interaction without cooldowns/maluses
			is_landed_or_landless_administrative = yes
			# should be shown but be disabled for indirect vassals
			target_is_liege_or_above = scope:actor
			# is_vassal_of = scope:actor
		}
	}

	is_valid_showing_failures_only = {
		title_revocation_standard_valid_showing_failures_only_trigger = yes
		# Plus make sure there's a legal right to revoke.
		scope:actor = {
			trigger_if = {
				limit = { government_has_flag = government_is_tribal }
				custom_description = {
					text = "has_law_allowing_title_revocation_tribal"
					has_realm_law_flag = title_revocation_allowed
				}
			}
			trigger_else_if = {
				limit = { government_is_japanese_trigger = yes }
				custom_description = {
					text = "has_law_allowing_title_revocation_soryo"
					has_realm_law_flag = title_revocation_allowed
				}
			}
			trigger_else_if = {
				limit = { government_allows = administrative }
			}
			trigger_else = {
				custom_description = {
					text = "has_law_allowing_title_revocation_crown"
					has_realm_law_flag = title_revocation_allowed
				}
			}
		}
		trigger_if = {
			limit = {
				scope:recipient = {
					vassal_contract_has_flag = vassal_contract_cannot_revoke_titles
				}
			}
			custom_description = {
				text = vassal_contract_forbids_revocation
				scope:recipient = {
					NOT = { vassal_contract_has_flag = vassal_contract_cannot_revoke_titles }
				}
			}
		}
		trigger_if = {
			limit = {
				scope:recipient = {
					vassal_contract_has_flag = admin_cannot_revoke_titles_without_cause
				}
				scope:actor = {
					NOT = { has_revoke_title_reason = scope:recipient }
				}
			}
			custom_tooltip = {
				text = admin_contract_forbids_revocation_desc
				scope:recipient = {
					NOT = { vassal_contract_has_flag = admin_cannot_revoke_titles_without_cause }
				}
			}
		}
		# And uhh... the sensible check.
		scope:recipient = {
			is_vassal_of = scope:actor
			NOT = { has_strong_hook = scope:actor }
			trigger_if = { # If admin, they need to hold a title that isn't their noble family title
				limit = { government_allows = administrative }
				custom_tooltip = {
					text = admin_no_valid_appointment
					any_held_title = { is_landless_type_title = no }
				}
			}
		}
		custom_tooltip = {
			text = cannot_take_overt_hostile_actions_against_diarch.tt
			NOT = { scope:recipient ?= scope:actor.diarch }
		}
		custom_tooltip = {
			text = protected_from_revocation.tt
			NOT = { scope:recipient = { has_character_flag = titles_protected } }
		}
	}

	can_send = {
		scope:actor = {
			custom_description = {
				text = "character_interactions_hostile_actions_disabled_delay"
				NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
			}
		}
		scope:recipient ?= {
			custom_tooltip = {
				text = petition_liege_house_fief_allowed_flag_tt
				trigger_if = {
					limit = {
						government_has_flag = government_is_japan_feudal
						var:petition_liege_house_fief_allowed_flag ?= scope:actor
					}
					NOT = {
						ask_for_pardon_available_trigger = { ACTOR = scope:recipient }
					}
				}
			}
		}
		# TGP
		tgp_ceremonial_title_revoke_restriction_trigger = yes
	}

	# Highlighted in the interaction menu when right-clicking a character
	is_highlighted = {
		OR = {
			scope:actor = {
				has_revoke_title_reason = scope:recipient
			}
			scope:recipient = {
			 	any_held_title = {
					scope:actor = {
						has_claim_on = prev
					}
				}
				NOT = {
					any_ally = {
						this = scope:actor
					}
				}
			}
		}
	}

	can_be_picked_title = {
		scope:target = {
			title_revocation_standard_can_pick_title_trigger = yes
			trigger_if = {
				limit = {
					scope:actor = { government_allows = administrative }
					scope:recipient = { government_allows = administrative }
				}
				custom_description = {
					text = "admin_revoke_primary_tier_only"
					subject = scope:actor
					object = scope:target
					scope:target.tier = scope:recipient.highest_held_title_tier
				}
			}
		}
	}

	has_valid_target = {
		scope:target = {
			NOR = {
				is_noble_family_title = yes
				is_nomad_title = yes
			}
		}
	}

	#Use hook
	send_option = {
		is_valid = {
			scope:actor = {
				has_usable_hook = scope:recipient
			}
		}
		flag = hook
		localization = SCHEME_HOOK
	}
	should_use_extra_icon = {
		scope:actor = { has_usable_hook = scope:recipient }
	}
	extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"

	send_options_exclusive = no

	on_send = {
		scope:actor = {
			add_character_flag = {
				flag = flag_hostile_actions_disabled_delay
				days = 10
			}
		}
	}

	cost = {
		# Usually, this action is free, but during certain diarchies, we want it to cost.
		prestige = liege_diarchy_surcharge_interaction_revoke_title_interaction_value

		# Admin has to pay an influence cost unless they have a revocation reason on the recipient
		influence = {
			value = 0
			if = {
				limit = {
					scope:actor = {
						government_allows = administrative
						NOT = { has_revoke_title_reason = scope:recipient }
					}
					scope:recipient.highest_held_title_tier >= tier_county
				}
				scope:recipient ?= {
					if = {
						limit = {
							any_held_title = {
								title_tier = kingdom
								is_landless_type_title = no
								is_noble_family_title = no
							}
						}
						add = {
							add = {
								value = scope:recipient.massive_influence_value
								multiply = 3
							}
							desc = GOVERNOR_RESIGNATION_KINGDOM_COST
						}
					}
					else_if = {
						limit = {
							any_held_title = {
								title_tier = duchy
								is_landless_type_title = no
								is_noble_family_title = no
							}
						}
						add = {
							add = scope:recipient.massive_influence_value
							desc = GOVERNOR_RESIGNATION_DUCHY_COST
						}
					}
					else = {
						add = {
							add = scope:recipient.major_influence_value
							desc = concept_county
						}
					}
					if = {
						limit = { house ?= { is_powerful_family = yes } }
						add = {
							value = scope:recipient.massive_influence_value
							desc = GOVERNOR_RESIGNATION_POWERFUL_COST
						}
					}
					else_if = {
						limit = { house ?= { is_dominant_family = yes } }
						add = {
							value = scope:recipient.monumental_influence_value
							desc = GOVERNOR_RESIGNATION_DOMINANT_COST
						}
					}
					if = {
						limit = { scope:recipient.governor_efficiency < 1 }
						add = {
							value = -100
							add = {
								value = scope:recipient.governor_efficiency
								multiply = 100
							}
							desc = GOVERNOR_RESIGNATION_EFFICIENCY_COST
						}
					}
					else_if = {
						limit = { scope:recipient.governor_efficiency > 1 }
						add = {
							value = -100
							add = {
								value = scope:recipient.governor_efficiency
								multiply = 100
							}
							desc = GOVERNOR_RESIGNATION_EFFICIENCY_COST
						}
					}
					if = {
						limit = {
							influence_level != 1
						}
						add = {
							value = {
								value = influence_level
								subtract = 1
							}
							multiply = 50
							desc = GOVERNOR_RESIGNATION_INFLUENCE_LEVEL_COST
						}
					}
					multiply = 1.25
				}
			}
			if = {
				limit = {
					scope:actor = {
						scope:recipient.top_liege ?= this
						any_character_situation = {
							OR = {
								situation_type = natural_disaster_earthquake
								situation_type = natural_disaster_flood
							}
							has_situation_top_phase_parameter = natural_disaster_governorships_more_easily_revoked
							any_participant_group = {
								participant_group_type = affected_vassal
								participant_group_has_character = scope:recipient
							}
						}
					}
				}
				multiply = {
	  				value = 0.5
	  				desc = vassal_in_disaster_situation
	  			}
			}
			if = {
				limit = {
					scope:actor = { has_realm_law_flag = manor_reform_law }
				}
				multiply = 0.5
			}
		}
	}

	on_auto_accept = {
		scope:recipient = {
			trigger_event = char_interaction.0200
		}
	}

	on_accept = {
		save_scope_value_as = {
			name = revoke_title_interaction
			value = yes
		}
		if = { # Safety flag to ensure admin revocations behave properly
			limit = {
				scope:actor = { government_allows = administrative }
				scope:recipient = { government_allows = administrative }
			}
			save_scope_value_as = {
				name = administrative_revocation
				value = yes
			}
		}
		scope:actor = {
			if = { # Admin has to pay an influence cost unless they have a revocation reason on the recipient
				limit = {
					government_allows = administrative
					NOT = { has_revoke_title_reason = scope:recipient }
					scope:recipient = {
						highest_held_title_tier >= tier_county
					}
				}
				show_as_tooltip = { # Actual cost is deducted in the the interaction cost
					change_influence = {
						scope:recipient ?= {
							if = {
								limit = {
									any_held_title = {
										title_tier = kingdom
										is_landless_type_title = no
										is_noble_family_title = no
									}
								}
								add = {
									add = {
										value = scope:recipient.massive_influence_value
										multiply = 3
									}
									desc = GOVERNOR_RESIGNATION_KINGDOM_COST
								}
							}
							else_if = {
								limit = {
									any_held_title = {
										title_tier = duchy
										is_landless_type_title = no
										is_noble_family_title = no
									}
								}
								add = {
									add = scope:recipient.massive_influence_value
									desc = GOVERNOR_RESIGNATION_DUCHY_COST
								}
							}
							else = {
								add = {
									add = scope:recipient.major_influence_value
									desc = concept_county
								}
							}
							if = {
								limit = { house ?= { is_powerful_family = yes } }
								add = {
									value = scope:recipient.massive_influence_value
									desc = GOVERNOR_RESIGNATION_POWERFUL_COST
								}
							}
							else_if = {
								limit = { house ?= { is_dominant_family = yes } }
								add = {
									value = scope:recipient.monumental_influence_value
									desc = GOVERNOR_RESIGNATION_DOMINANT_COST
								}
							}
							if = {
								limit = { scope:recipient.governor_efficiency < 1 }
								add = {
									value = -100
									add = {
										value = scope:recipient.governor_efficiency
										multiply = 100
									}
									desc = GOVERNOR_RESIGNATION_EFFICIENCY_COST
								}
							}
							else_if = {
								limit = { scope:recipient.governor_efficiency > 1 }
								add = {
									value = -100
									add = {
										value = scope:recipient.governor_efficiency
										multiply = 100
									}
									desc = GOVERNOR_RESIGNATION_EFFICIENCY_COST
								}
							}
							if = {
								limit = {
									influence_level != 1
								}
								add = {
									value = {
										value = influence_level
										subtract = 1
									}
									multiply = 50
									desc = GOVERNOR_RESIGNATION_INFLUENCE_LEVEL_COST
								}
							}
						}
						multiply = -1.25
						if = {
							limit = { has_realm_law_flag = manor_reform_law }
							multiply = 0.5
						}
					}
				}
			}
			trigger_event = char_interaction.0199
		}
		revoke_title_interaction_effect = yes

		if = {
			limit = {
				scope:actor = { has_character_flag = flag_hostile_actions_disabled_delay }
			}
			scope:actor = { remove_character_flag = flag_hostile_actions_disabled_delay }
		}

		# Harrying logic.
		scope:actor = {
			if = {
				limit = {
					character_is_valid_for_harrying_of_the_north_trigger = yes
					scope:recipient = {
						character_is_valid_for_harrying_of_the_north_trigger = yes
						is_important_or_vip_struggle_character = yes
					}
					culture != scope:recipient.culture
				}
				global_var:harrying_of_the_north = { save_scope_as = story }
				if = {
					limit = {
						character_is_valid_norman_for_harrying_of_the_north_trigger = yes
						scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
					}
					ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
				}
				else_if = {
					limit = {
						character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
						scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
					}
					ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
				}
			}
		}
	}

	on_decline = {
		scope:actor = {
			if = { # Admin has to pay an influence cost unless they have a revocation reason on the recipient
				limit = {
					government_allows = administrative
					NOT = { has_revoke_title_reason = scope:recipient }
					scope:recipient = {
						highest_held_title_tier >= tier_county
					}
					NOT = { has_realm_law_flag = manor_reform_law }
				}
				show_as_tooltip = { # Actual cost is deducted in the the interaction cost
					change_influence = {
						scope:recipient ?= {
							if = {
								limit = {
									any_held_title = {
										title_tier = kingdom
										is_landless_type_title = no
										is_noble_family_title = no
									}
								}
								add = {
									add = {
										value = scope:recipient.massive_influence_value
										multiply = 3
									}
									desc = GOVERNOR_RESIGNATION_KINGDOM_COST
								}
							}
							else_if = {
								limit = {
									any_held_title = {
										title_tier = duchy
										is_landless_type_title = no
										is_noble_family_title = no
									}
								}
								add = {
									add = scope:recipient.massive_influence_value
									desc = GOVERNOR_RESIGNATION_DUCHY_COST
								}
							}
							else = {
								add = {
									add = scope:recipient.major_influence_value
									desc = concept_county
								}
							}
							if = {
								limit = { house ?= { is_powerful_family = yes } }
								add = {
									value = scope:recipient.massive_influence_value
									desc = GOVERNOR_RESIGNATION_POWERFUL_COST
								}
							}
							else_if = {
								limit = { house ?= { is_dominant_family = yes } }
								add = {
									value = scope:recipient.monumental_influence_value
									desc = GOVERNOR_RESIGNATION_DOMINANT_COST
								}
							}
							if = {
								limit = { scope:recipient.governor_efficiency < 1 }
								add = {
									value = -100
									add = {
										value = scope:recipient.governor_efficiency
										multiply = 100
									}
									desc = GOVERNOR_RESIGNATION_EFFICIENCY_COST
								}
							}
							else_if = {
								limit = { scope:recipient.governor_efficiency > 1 }
								add = {
									value = -100
									add = {
										value = scope:recipient.governor_efficiency
										multiply = 100
									}
									desc = GOVERNOR_RESIGNATION_EFFICIENCY_COST
								}
							}
							if = {
								limit = {
									influence_level != 1
								}
								add = {
									value = {
										value = influence_level
										subtract = 1
									}
									multiply = 50
									desc = GOVERNOR_RESIGNATION_INFLUENCE_LEVEL_COST
								}
							}
						}
						multiply = -1.25
					}
				}
			}
		}
		if = {
			limit = {
				scope:landed_title.tier != tier_barony
				NOT = {
					scope:recipient = { government_has_flag = government_is_true_herder }
				}
			}
			scope:actor = {
				revocation_tyranny_effect = { VASSAL = scope:recipient }
				title_revocation_stress_effect = { VASSAL = scope:recipient }
			}
		}
		if = {
			limit = {
				scope:recipient = { government_has_flag = government_is_true_herder }
			}
			scope:recipient = {
				add_opinion = {
					target = scope:actor
					opinion = -10 # Herders don't care much
					modifier = revoked_title
				}
			}
		}
		else = {
			war_for_revoke_effect = {
				LIEGE = scope:actor
				REBEL = scope:recipient
			}
			scope:recipient = {
				add_opinion = {
					target = scope:actor
					modifier = revoked_title
				}
			}
		}
		if = {
			limit = {
				scope:actor = { has_realm_law_flag = vassal_refusal_is_treason }
				NOT = {
					scope:recipient = { government_has_flag = government_is_true_herder }
				}
			}
			scope:actor = {
				add_opinion = {
					target = scope:recipient
					modifier = treasonous_revoke_refusal
				}
			}
		}

		# Harrying logic.
		scope:actor = {
			if = {
				limit = {
					character_is_valid_for_harrying_of_the_north_trigger = yes
					scope:recipient = {
						character_is_valid_for_harrying_of_the_north_trigger = yes
						is_important_or_vip_struggle_character = yes
					}
					culture != scope:recipient.culture
				}
				global_var:harrying_of_the_north = { save_scope_as = story }
				if = {
					limit = {
						character_is_valid_norman_for_harrying_of_the_north_trigger = yes
						scope:recipient = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
					}
					ep3_increase_resistance_effect = { AMOUNT = harrying_minor_increase_value }
				}
				else_if = {
					limit = {
						character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes
						scope:recipient = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
					}
					ep3_increase_pacification_effect = { AMOUNT = harrying_minor_increase_value }
				}
			}
		}

		if = {
			limit = {
				scope:actor = { has_character_flag = flag_hostile_actions_disabled_delay }
			}
			scope:actor = { remove_character_flag = flag_hostile_actions_disabled_delay }
		}
	}

	auto_accept = {
		scope:recipient = {
			calc_true_if = {
				amount >= 1
				custom_description = {
					text = "baron_revocation"
					highest_held_title_tier = tier_barony
				}
				custom_description = {
					text = "prisoner_revocation"
					is_imprisoned_by = scope:actor
				}
				custom_description = {
					text = "spending_hook"
					subject = scope:actor
					object = scope:recipient
					scope:hook = yes
					scope:actor = { has_strong_hook = scope:recipient }
				}
				custom_description = {
					text = "foreign_prison_revocation"
					subject = scope:actor
					object = scope:recipient
					scope:recipient = {
						is_imprisoned = yes
						NOT = { is_imprisoned_by = scope:actor }
					}
				}
				custom_tooltip = {
					text = "has_admin_gov"
					scope:actor = { government_allows = administrative }
					scope:recipient = {
						government_allows = administrative
						highest_held_title_tier = tier_county
						is_ai = yes
					}
				}
			}
		}
	}
	ai_accept = {
		base = 0 # Try to make it 0 for most interactions

		modifier = {
			has_game_rule = hard_difficulty
			scope:actor = { is_ai = no }
			add = -50
			desc = game_rule_base_value
		}

		modifier = {
			has_game_rule = very_hard_difficulty
			scope:actor = { is_ai = no }
			add = -100
			desc = game_rule_base_value
		}

		modifier = {
			has_game_rule = hard_difficulty
			scope:actor = { is_ai = yes }
			add = 50
		}

		modifier = {
			has_game_rule = very_hard_difficulty
			scope:actor = { is_ai = yes }
			add = 100
		}

		modifier = {
			scope:hook = yes
			add = 40
			desc = SCHEME_WEAK_HOOK_USED
		}

		modifier = {
			scope:recipient = {
				government_has_flag = government_is_true_herder
			}
			add = 40
			desc = MIGRATION_INTERACTION_HERDER
		}

		opinion_modifier = { # Opinion Factor
			who = scope:recipient
			opinion_target = scope:actor
			multiplier = 0.8
			desc = AI_OPINION_REASON
		}

		modifier = {
			add = 20
			scope:actor = {
				has_realm_law_flag = vassal_refusal_is_treason
			}
			desc = AI_REFUSAL_IS_TREASON
		}

		modifier = {
			add = 20
			scope:recipient = {
				has_trait = trusting
			}
			desc = TAKE_THE_VOWS_TRUSTING
		}

		modifier = {
			add = 20
			scope:recipient = {
				has_trait = content
			}
			desc = INTERACTION_CONTENT
		}

		modifier = {
			add = 20
			scope:actor.current_military_strength > scope:recipient.current_military_strength
			scope:recipient = {
				has_trait = craven
			}
			desc = INTERACTION_CRAVEN
		}

		modifier = {
			exists = scope:actor.primary_title.title_capital_county
			OR = {
				scope:landed_title = scope:actor.primary_title.title_capital_county
				scope:landed_title = scope:actor.primary_title.title_capital_county.de_jure_liege
			}
			add = 50
			desc = AI_TITLE_IS_REALM_CAPITAL
		}

		modifier = {
			exists = scope:actor.primary_title.title_capital_county
			NOR = {
				scope:landed_title = scope:actor.primary_title.title_capital_county
				scope:landed_title = scope:actor.primary_title.title_capital_county.de_jure_liege
			}
			scope:landed_title.de_jure_liege = scope:actor.primary_title.title_capital_county.de_jure_liege
			add = 30
			desc = AI_TITLE_IS_IN_CAPITAL_DUCHY
		}

		modifier = {
			add = 30
			scope:actor = {
				has_claim_on = scope:landed_title
			}
			desc = AI_LIEGE_HAS_CLAIM_ON_TITLE
		}

		ai_value_modifier = {
			who = scope:recipient
			ai_greed = {
				if = {
					limit = {
						scope:recipient = { NOT = { ai_greed = 0 } }
					}
					value = -0.75
				}
			}
			ai_honor  = {
				if = {
					limit = {
						scope:recipient = { #If AI is honorable and the law compels to obey the liege, AI will be more likely to obey.
							ai_honor > 0
						}
						scope:actor = {
							has_realm_law_flag = vassal_refusal_is_treason
						}
					}
					value = 0.5
				}
			}
		}
		modifier = { #I am a King!
			desc = offer_vassalization_interaction_aibehavior_hightier_tt
			trigger = {
				scope:recipient = { highest_held_title_tier = tier_kingdom }
			}
			add = -20
		}
		modifier = { #Title is part of vassal's primary title de-jure. Not relevant for Admin.
			add = -25
			NOT = { scope:recipient = { government_allows = administrative } }
			scope:recipient.primary_title.tier > tier_county
			OR = {
				scope:recipient.primary_title = {
					is_de_jure_liege_or_above_target = scope:landed_title
				}
				scope:recipient.primary_title = scope:landed_title
			}
			desc = AI_REFUSAL_IS_DE_JURE_UNDER
		}
		modifier = {
			add = intimidated_halved_reason_value
			scope:recipient = {
				has_dread_level_towards = {
					target = scope:actor
					level = 1
				}
			}
			desc = INTIMIDATED_REASON
		}
		modifier = {
			add = cowed_halved_reason_value
			scope:recipient = {
				has_dread_level_towards = {
					target = scope:actor
					level = 2
				}
			}
			desc = COWED_REASON
		}
		modifier = { #Comparative military strength.
			desc = offer_vassalization_interaction_aibehavior_power_tt
	  	  	add = {
				value = 1
				subtract = {
					value = scope:recipient.current_military_strength
					divide = { value = scope:actor.current_military_strength min = 1 }
				}
				multiply = 50
				max = 20
	  		}
		}
		modifier = { # Legalistic tradition
			desc = tradition_legalistic_name
			scope:actor = {
				has_revoke_title_reason = scope:recipient
				culture = { has_cultural_parameter = vassals_more_likely_accept_punishments }
			}
			add = legalistic_vassal_punishment_acceptance
		}
		modifier = { # AI Mongols, tyranny wars just delay the inevitable fun!
			scope:actor = {
				is_ai = yes
				OR = {
					has_trait = greatest_of_khans
					has_character_modifier = the_great_khan_modifier
					ai_should_get_conqueror_bonuses = yes
				}
			}
			scope:recipient = {
				is_ai = yes
			}
			add = 500
		}
		modifier = {
			add = -25
			scope:recipient = {
				culture = { has_cultural_parameter = vassals_more_likely_to_refuse_demands }
			}
			desc = VASSALS_REFUSAL_indomitable_azatani
		}
	}

	# AI
	ai_targets = {
		ai_recipients = vassals
	}
	ai_frequency = 0 # This is handled via code instead; see REVOKE_TITLE_TICK in the AI defines. All the logic for *if* to send a revoke though is scripted below

	ai_potential = {
		has_realm_law_flag = title_revocation_allowed
		primary_title.tier >= tier_county
	}

	ai_will_do = {
		base = -1000

		# We want to avoid tyranny unless we've got a good reason
		# And even if we can avoid tyranny we don't want to revoke just because we can, so this only gets us to -10
		# Certain characters will revoke despite tyranny, if their rationality is sufficiently low
		modifier = {
			scope:actor = {
				OR = {
					NOT = {
						title_revocation_is_tyrannical_trigger = { VASSAL = scope:recipient }
					}
					AND = {
						ai_rationality <= very_high_negative_ai_value
						OR = {
							has_trait = lunatic
							has_trait = possessed
							has_trait = arbitrary
						}
					}
				}
			}

			add = 990
		}
		# Only certain rulers won't revoke vassals who have revolted against them
		modifier = {
			scope:actor = {
				ai_compassion <= 75
				ai_greed >= -50
				ai_honor <= 50
				scope:recipient = {
					is_imprisoned = yes
					trigger_if = {
						limit = {
							NOT = { has_dlc_feature = landless_playable }
						}
						# Be kinder to players if they'd get game overed.
						is_ai = yes
					}
					opinion = {
						target = scope:actor
						value <= 0
					}
				}
				NOT = {
					title_revocation_is_tyrannical_trigger = { VASSAL = scope:recipient }
				}
				OR = {
					has_opinion_modifier = {
						modifier = rebellious_vassal_opinion
						target = scope:recipient
					}
					has_opinion_modifier = {
						modifier = vassal_lost_faction_revolt_war
						target = scope:recipient
					}
					has_opinion_modifier = {
						modifier = vassal_wp_faction_revolt_war
						target = scope:recipient
					}
				}
			}
			add = {
				value = 100
				add = scope:actor.ai_greed
				add = {
					value = scope:actor.ai_honor
					multiply = -1
				}
				if = {
					limit = {
						scope:actor.ai_vengefulness > 0
					}
					add = scope:actor.ai_vengefulness
				}
			}
		}
		# Vengeful AI's want to revoke
		modifier = {
			scope:actor = {
				ai_vengefulness > 0
				scope:recipient = {
					is_imprisoned = yes
				}
				NOT = {
					title_revocation_is_tyrannical_trigger = { VASSAL = scope:recipient }
				}
			}
			add = {
				value = scope:actor.ai_vengefulness
				multiply = 2
			}
		}
		# Always revoke preferred capital and capital duchy
		modifier = {
			years_from_game_start >= 3
			OR = {
				scope:actor = {
					is_at_war = no
					OR = {
						AND = {
							has_treasury = no
							gold > 0
						}
						AND = {
							has_treasury = yes
							treasury > 0
						}
					}
				}
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
			}
			scope:actor = { # The HRE doesn't need endless civil wars
				NOT = {
					primary_title = title:e_hre
				}
			}
			exists = scope:actor.primary_title.title_capital_county
			OR = {
				scope:landed_title = scope:actor.primary_title.title_capital_county
				scope:landed_title = scope:actor.primary_title.title_capital_county.de_jure_liege
			}
			NAND = { # Don't revoke player titles tyranically, it must be possible to play and succeed as Ulm!
				scope:landed_title.holder = {
					is_ai = no
				}
				scope:actor = {
					title_revocation_is_tyrannical_trigger = { VASSAL = scope:recipient }
				}
			}
			add = 1100
		}
		# If below domain limit, try to revoke counties in your capital duchy despite tyranny, sometimes
		modifier = {
			years_from_game_start >= 3
			OR = {
				scope:actor = {
					is_at_war = no
					OR = {
						AND = {
							has_treasury = no
							gold > 0
						}
						AND = {
							has_treasury = yes
							treasury > 0
						}
					}
				}
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
			}
			scope:actor = { # The HRE doesn't need endless civil wars
				NOT = {
					primary_title = title:e_hre
				}
			}
			scope:actor.domain_size < scope:actor.domain_limit
			scope:actor.primary_title.tier > tier_county
			trigger_if = {
				limit = {
					scope:actor = {
						title_revocation_is_tyrannical_trigger = { VASSAL = scope:recipient }
						domain_size > 3
					}
				}
				scope:actor = {
					NOR = {
						has_trait = generous
						has_trait = just
					}
				}
			}
			exists = scope:actor.primary_title.title_capital_county
			OR = {
				scope:actor.primary_title.title_capital_county.holder = scope:actor # You have your de jure capital already
				NOT = {
					scope:actor.primary_title.title_capital_county.holder.top_liege = scope:actor.top_liege # Or your De Jure capital isn't in your realm
				}
			}
			scope:landed_title.tier = tier_county # Only Counties
			OR = { # The AI gives away wrong-holding counties almost instantly, so we restrict to counties with holdings they can hold
				scope:landed_title.title_province = { has_holding_type = castle_holding } # Everyone is valid for castles
				AND = {
					scope:actor = {
						government_has_flag = government_is_tribal
					}
					scope:landed_title.title_province = { has_holding_type = tribal_holding }
				}
				AND = {
					scope:actor = {
						government_has_flag = government_is_republic
					}
					scope:landed_title.title_province = { has_holding_type = city_holding }
				}
				AND = {
					scope:actor = {
						OR = {
							government_has_flag = government_is_clan
							government_has_flag = government_is_theocracy
						}
					}
					scope:landed_title.title_province = { has_holding_type = church_holding }
				}
			}
			OR = { # And the capital duchy, if it exists at all
				AND = {
					exists = scope:actor.primary_title.title_capital_county.de_jure_liege.holder
					scope:actor.primary_title.title_capital_county.de_jure_liege.holder = scope:actor
				}
				AND = {
					exists = scope:actor.primary_title.title_capital_county.de_jure_liege.holder
					scope:actor.primary_title.title_capital_county.de_jure_liege.holder.top_liege != scope:actor.top_liege
				}
				scope:actor.primary_title.title_capital_county.de_jure_liege = {
					is_title_created = no
				}
			}

			scope:landed_title.de_jure_liege = scope:actor.primary_title.title_capital_county.de_jure_liege # Under the same Duchy as your capital

			scope:recipient = { # Not from players
				is_ai = yes
			}

			OR = { # Tyranny tolerance is based on rationality
				AND = {
					scope:actor.ai_rationality < 0
					scope:actor.tyranny <= 15 # Don't go crazy with tyranny, just a bit is fine
				}
				AND = {
					scope:actor.ai_rationality >= 0
					scope:actor.ai_rationality < 50
					scope:actor.tyranny <= 5 # Don't go crazy with tyranny, just a bit is fine
				}
				AND = {
					scope:actor.ai_rationality >= 50
					scope:actor.tyranny <= 0 # Don't go crazy with tyranny, just a bit is fine
				}
				AND = {
					scope:actor.ai_rationality >= 0
					scope:recipient = {
						is_imprisoned_by = scope:actor
					}
					scope:actor = { has_revoke_title_reason = scope:recipient }
				}
				AND = {
					scope:actor.ai_rationality < 0
					scope:recipient = {
						is_imprisoned_by = scope:actor
					}
				}
			}
			# To do this, the target must be weak or willing in some way
			OR = {
				scope:actor.current_military_strength > scope:recipient.current_military_strength # Must be stronger
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
			}
			scope:recipient = {
				OR = {
					AND = {
						scope:recipient.primary_title.tier <= tier_county
						scope:actor.primary_title.tier >= tier_duchy
					}
					has_trait = craven
					has_trait = content
					has_trait = trusting
					has_dread_level_towards = {
						target = scope:actor
						level >= 1
					}
					opinion = { target = scope:actor value >= 40 }
					is_imprisoned_by = scope:actor
					scope:actor = { has_revoke_title_reason = scope:recipient }
				}
			}

			add = 1100
		}
		# Revoke counties we're dejure liege of if below domain limit
		modifier = {
			scope:actor.domain_size < scope:actor.domain_limit
			scope:landed_title.tier = tier_county
			scope:landed_title.de_jure_liege.holder = scope:actor
			add = 500
		}
		# Revoke appropriate baronies if below domain limit, it's tyranny free
		modifier = {
			scope:actor.domain_size < scope:actor.domain_limit
			scope:recipient = { highest_held_title_tier = tier_barony }
			scope:landed_title.tier = tier_barony
			OR = {
				scope:landed_title.title_province = { has_holding_type = castle_holding }
				scope:landed_title.title_province = { has_holding_type = temple_citadel_holding }
				AND = {
					OR = {
						scope:actor = { government_has_flag = government_is_clan }
						scope:actor = { government_has_flag = government_is_theocracy }
						scope:actor = { government_has_flag = government_is_mandala }
						scope:actor.faith = { has_doctrine_parameter = lay_clergy }
					}
					scope:landed_title.title_province = { has_holding_type = church_holding }
				}
				AND = {
					OR = {
						scope:actor = { government_has_flag = government_is_republic }
						scope:actor = { government_has_flag = government_is_administrative }
						scope:actor = { government_has_flag = government_is_celestial }
						scope:actor = { government_has_flag = government_is_steppe_admin }
						scope:actor = { government_has_flag = government_is_meritocratic }
						scope:actor = { government_has_flag = government_is_japan_administrative }
					}
					scope:landed_title.title_province = { has_holding_type = city_holding }
				}
			}
			add = 1100
		}
		# Revoke from vassals of the wrong faith if you can do it without tyranny
		modifier = {
			scope:actor.faith != scope:recipient.faith
			scope:recipient.primary_title.tier > tier_barony
			OR = {
				scope:actor.faith.religion != scope:recipient.faith.religion
				scope:actor.ai_zeal >= low_negative_ai_value
				NOT = {
					scope:actor.faith = { has_doctrine = doctrine_pluralism_pluralistic }
				}
			}
			OR = { # Chill a bit until you've dealth with the ones already in your prison
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
				NOT = {
					any_vassal = {
						faith != scope:actor.faith
						primary_title.tier > tier_barony
						is_imprisoned_by = scope:actor
						time_in_prison = { years < 1 }
					}
				}
			}
			add = 100
		}
		# Revoke from characters you dislike if you can do it without tyranny
		modifier = {
			scope:actor = {
				OR = {
					has_relation_rival = scope:recipient
					has_relation_nemesis = scope:recipient
				}
			}
			add = 100
		}
		# Slight preference for higher-tier titles
		modifier = {
			add = scope:landed_title.tier
		}
		# Do not revoke titles from certain characters
		modifier = {
			scope:actor = {
				OR = {
					has_relation_friend = scope:recipient
					has_relation_best_friend = scope:recipient
					has_relation_lover = scope:recipient
					has_relation_soulmate = scope:recipient
					is_parent_of = scope:recipient
					is_grandparent_of = scope:recipient
					is_great_grandparent_of = scope:recipient
				}
			}
			add = -5000
		}
		# Do not revoke titles when the chance of success if exceedingly low
		modifier = {
			NOR = {
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
				scope:recipient = {
					highest_held_title_tier = tier_barony
				}
			}
			scope:actor = {
				OR = {
					AND = {
						has_treasury = no
						OR = {
							gold < minimum_ai_gold_value_for_tyranny_wars
							AND = {
								scope:actor.current_military_strength < scope:recipient.current_military_strength
								gold < comfortable_ai_gold_value_for_tyranny_wars
							}
						}
					}
					AND = {
						has_treasury = yes
						OR = {
							gold < minimum_ai_treasury_value_for_tyranny_wars
							AND = {
								scope:actor.current_military_strength < scope:recipient.current_military_strength
								treasury < comfortable_ai_treasury_value_for_tyranny_wars
							}
						}
					}
				}
			}
			add = -2000
		}

		modifier = { # The AI will always use a Hook if they can
			scope:hook = yes
			add = 1
		}

		modifier = { # The AI shouldn't ruin the player's fun
			add = -5000
			scope:recipient = { has_character_flag = is_party_baron }
		}

		modifier = { # Avoid triggering Tyranny wars mid-war
			factor = 0
			scope:actor = {
				is_at_war = yes
			}
			NOR = {
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
				scope:recipient = {
					highest_held_title_tier = tier_barony
				}
			}
		}

		# Clan Government: Avoid revoking titles from house members if the AI wants to have high unity
		modifier = {
			scope:actor = {
				government_has_flag = government_is_clan
				exists = house
				ai_wants_high_unity = yes
			}
			scope:recipient = {
				government_has_flag = government_is_clan
				house ?= scope:actor.house
			}
			add = -1000
		}

		modifier = { # Avoid triggering Tyranny wars mid-grand activity
			factor = 0
			scope:actor = {
				has_ongoing_grand_activity_trigger = yes
			}
			NOR = {
				scope:recipient = {
					is_imprisoned_by = scope:actor
				}
				scope:recipient = {
					highest_held_title_tier = tier_barony
				}
			}
		}

		# Admin Government: Do not revoke titles from your house unless it's really needed
		modifier = {
			scope:actor = { government_allows = administrative }
			exists = scope:recipient.house
			scope:actor.house ?= scope:recipient.house
			add = -500
		}
		# Admin rulers should be less likely to revoke titles without a revocation reason, as they should prefer to depose governors
		modifier = {
			scope:actor = {
				government_allows = administrative
				NOT = { has_revoke_title_reason = scope:recipient }
			}
			scope:recipient = {
				NOT = { highest_held_title_tier = tier_barony }
				government_allows = administrative
				trigger_if = {
					limit = {
						scope:actor = { has_government = japan_administrative_government }
					}
					highest_held_title_tier >= tier_county
				}
				trigger_else = { highest_held_title_tier >= tier_duchy }
			}
			factor = { # Honorable AI's will never revoke titles without a reason
				value = 0
				if = {
					limit = {
						ai_honor < 0
					}
					add = 0.5
				}
			}
		}

		# Japanese Admin wants to revoke Japanese Feudal if they have a reason
		modifier = {
			add = 5000
			scope:actor = {
				government_has_flag = government_is_japan_administrative
				exists = house
				has_revoke_title_reason = scope:recipient
				NOT = { has_relation_friend = scope:recipient }
			}
			scope:recipient = {
				government_has_flag = government_is_japan_feudal
				is_imprisoned = yes
				house != scope:actor.house
			}
		}
		# And Japanese Feudal wants to revoke Japanese Admin if they have a reason
		modifier = {
			add = 5000
			scope:actor = {
				government_has_flag = government_is_japan_feudal
				exists = house
				has_revoke_title_reason = scope:recipient
				NOT = { has_relation_friend = scope:recipient }
			}
			scope:recipient = {
				government_has_flag = government_is_japan_administrative
				is_imprisoned = yes
				house != scope:actor.house
			}
		}

		# TGP Be more careful with blocs generally
		house_bloc_tyranny_war_modifiers = yes

		#Don't revoke titles from the frankokratia leader
		modifier = {
			scope:recipient = {
				any_owned_story = {
					type = frankokratia_story
					NOT = { has_variable = franko_war_complete }
				}
			}
			factor = 0
		}
	}
}
