﻿story_take_mandate_of_heaven = {
	
	on_setup = {
	}
	
	on_end = {
	}
	
	on_owner_death = {
		story_owner = {
			if = {
				limit = {
					primary_heir ?= {
						is_ai = yes
						is_physically_able_adult = yes
					}
				}
				primary_heir ?= {
					create_story = story_take_mandate_of_heaven
				}
			}
			else = {
				every_heir = {
					limit = {
						is_ai = yes
						is_physically_able_adult = yes
					}
					create_story = story_take_mandate_of_heaven
				}
			}
		}
		end_story = yes
	}

	effect_group = { # Handles the AI behavior
		days = { 30 60 }

		triggered_effect = {
			trigger = {
				story_owner = {
					is_ai = yes
					NOT = { can_execute_decision = situation_dynastic_cycle_claim_mandate_decision }
				}
			}
			effect = {
				story_owner = {
					save_scope_as = root_scope
					
					###### BUDGETING
					if = {
						limit = {
							is_at_war = no
							primary_title = { title_held_years >= 3 } # Do not go into buildup mode if there's a brother you need to destroy immediately!
							OR = {
								any_neighboring_and_across_water_top_liege_realm_owner = {
									count = all
									current_military_strength >= scope:root_scope.max_military_strength
									NOR = {
										is_allied_to = scope:root_scope
										has_relation_friend = scope:root_scope
										has_relation_lover = scope:root_scope
									}
								}
								any_neighboring_and_across_water_top_liege_realm_owner = {
									count >= 2
									current_military_strength >= scope:root_scope.max_military_strength
									NOR = {
										is_allied_to = scope:root_scope
										has_relation_friend = scope:root_scope
										has_relation_lover = scope:root_scope
									}
								}
								any_vassal = {
									exists = joined_faction
									joined_faction = {
										faction_power >= faction_power_halfway_threshold
									}
								}
								AND = {
									NOT = { ai_should_get_conqueror_bonuses = yes } # They have a 75% discount
									monthly_character_income_minus_expenses > half_monthly_character_income # Try to spend at least 50% of income on MaA!
								}
							}
						}
						move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_war_chest }
						move_budget_gold = { gold = short_term_gold from = budget_short_term to = budget_war_chest }
						move_budget_gold = { gold = long_term_gold from = budget_long_term to = budget_short_term }
						
						if = {
							limit = {
								has_treasury = yes
							}
							move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_war_chest }
							move_budget_treasury = { treasury = short_term_treasury from = budget_short_term to = budget_war_chest }
							move_budget_treasury = { treasury = long_term_treasury from = budget_long_term to = budget_short_term }
						}
					}
					

					if = {
						limit = {
							is_at_war = no
							OR = {
								AND = {
									has_treasury = yes
									war_chest_treasury >= war_chest_treasury_maximum
								}
								AND = {
									has_treasury = no
									war_chest_gold >= war_chest_gold_maximum
								}
							}
						}
						ai_start_best_war = {
							cb = {
								chinese_consolidation_cb
							}
							is_valid = {
								scope:target_character = {
									current_military_strength < root.current_military_strength
									OR = {
										AND = {
											root = { has_treasury = yes }
											has_treasury = yes
											treasury < root.treasury
										}
										AND = {
											root = { has_treasury = yes }
											has_treasury = no
											gold < root.treasury
										}
										AND = {
											root = { has_treasury = no }
											has_treasury = yes
											treasury < root.gold
										}
										AND = {
											root = { has_treasury = no }
											has_treasury = no
											gold < root.gold
										}
										current_military_strength <= root.fifty_percent_of_current_military_strength
									}
								}
							}
						}
					}
				}
			}
		}
	}

	effect_group = { # Take the decision
		days = { 60 120 }

		triggered_effect = {
			trigger = {
				story_owner = {
					is_ai = yes
					can_execute_decision = situation_dynastic_cycle_claim_mandate_decision
				}
			}
			effect = {
				story_owner = {
					execute_decision = situation_dynastic_cycle_claim_mandate_decision
				}
			}
		}
	}
	effect_group = { # Various ways to end the cycle
		days = { 900 1800 }
	
		triggered_effect = {
			trigger = {
				story_owner = {
					OR = {
						is_independent_ruler = no
						is_landed = no
						has_trait = incapable
						highest_held_title_tier <= tier_county
					}
				}
			}
			effect = {
				end_story = yes
			}
		}
	}
}
