#
##############################################
## Do some basic missionary work				#
## by James Beaumont							#
##############################################
#
#hasan_evangelize_the_faith = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds"
#	}
#	sort_order = 500
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 36
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	desc = hasan_evangelize_the_faith_desc
#	selection_tooltip = hasan_evangelize_the_faith_tooltip
#	decision_group_type = story_cycle_hasan
#
#	cooldown = { months = 1 }
#
#	is_shown = {
#		#DLC check.
#		has_ep3_dlc_trigger = yes
#		is_landed = no
#		any_owned_story = {
#			type = story_hasan
#		}
#	}
#
#	is_valid = {
#		domicile.domicile_location.county ?= {
#			OR = {
#				hasan_evangelize_province_trigger = yes
#				custom_tooltip = {
#					text = or_a_neigbouring_county_tt
#					save_temporary_scope_as = county_check
#					any_neighboring_county = {
#						hasan_evangelize_province_trigger = yes
#						holder.top_liege = scope:county_check.holder.top_liege
#					}
#				}
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_alive = yes
#		is_available_adult = yes
#		has_contagious_deadly_disease_trigger = no
#	}
#
#	cost = { piety = 250 }
#
#	effect = {
#		domicile.domicile_location.county ?= {
#			if = {
#				limit = { hasan_evangelize_province_trigger = yes }
#				save_scope_as = location
#			}
#			else = {
#				save_temporary_scope_as = county_check
#				random_neighboring_county = {
#					limit = {
#						hasan_evangelize_province_trigger = yes
#						holder.top_liege = scope:county_check.holder.top_liege
#					}
#					save_scope_as = location
#				}
#			}
#		}
#		trigger_event = hasan_sabbah.1010
#		custom_tooltip = chance_to_advance_to_the_assassins_tt
#	}
#
#	ai_potential = { this = character:41702 }
#
#	ai_will_do = {
#		base = 200
#	}
#}
##############################################
## Do some RADICAL missionary work 🕶🤙		#
## by James Beaumont							#
##############################################
#
#hasan_agitate_the_populace = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
#	}
#	sort_order = 500
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 36
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	desc = hasan_agitate_the_populace_desc
#	selection_tooltip = hasan_agitate_the_populace_tooltip
#	decision_group_type = story_cycle_hasan
#
#	cooldown = { months = 1 }
#
#	is_shown = {
#		#DLC check.
#		has_ep3_dlc_trigger = yes
#		is_landed = no
#		any_owned_story = {
#			type = story_hasan
#		}
#	}
#
#	is_valid = {
#		hasan_camp_in_foes_realm_trigger = yes
#		OR = {
#			domicile.domicile_location.county = {
#				faith != root.faith
#				NOT = { has_county_modifier = ep3_agitated_populace }
#				NOT = { has_county_modifier = tougher_to_convert }
#			}
#			custom_tooltip = {
#				text = or_a_neigbouring_county_tt
#				domicile.domicile_location.county = {
#					save_temporary_scope_as = county_check
#					any_neighboring_county = {
#						faith != root.faith
#						NOT = { has_county_modifier = ep3_agitated_populace }
#						NOT = { has_county_modifier = tougher_to_convert }
#						holder.top_liege = scope:county_check.holder.top_liege
#					}
#				}
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_alive = yes
#		is_available_adult = yes
#		has_contagious_deadly_disease_trigger = no
#	}
#
#	cost = { prestige = 250 }
#
#	effect = {
#		if = {
#			limit = {
#				domicile.domicile_location.county = {
#					faith != root.faith
#					NOT = { has_county_modifier = ep3_agitated_populace }
#					NOT = { has_county_modifier = tougher_to_convert }
#				}
#			}
#			domicile.domicile_location.county = { save_scope_as = location }
#		}
#		else = {
#			domicile.domicile_location.county = {
#				save_temporary_scope_as = county_check
#				random_neighboring_county = {
#					limit = {
#						faith != root.faith
#						NOT = { has_county_modifier = ep3_agitated_populace }
#						NOT = { has_county_modifier = tougher_to_convert }
#						holder.top_liege = scope:county_check.holder.top_liege
#					}
#					save_scope_as = location
#				}
#			}
#		}
#		trigger_event = hasan_sabbah.1040
#	}
#
#	ai_potential = { this = character:41702 }
#
#	ai_will_do = {
#		base = 200
#	}
#}
##############################################
## Become death, destroyer of Seljuks		#
## by James Beaumont							#
##############################################
#hasan_ignite_the_flames = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_strength.dds"
#	}
#	sort_order = 500
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 36
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	desc = hasan_ignite_the_flames_desc
#	selection_tooltip = hasan_ignite_the_flames_tooltip
#	decision_group_type = story_cycle_hasan
#
#	cooldown = { months = 1 }
#
#	is_shown = {
#		#DLC check.
#		has_ep3_dlc_trigger = yes
#		any_owned_story = {
#			type = story_hasan
#		}
#	}
#
#	is_valid = {
#		hasan_camp_in_foes_realm_trigger = yes
#		is_at_war = no
#		custom_tooltip = {
#			text = at_least_5_counties_are_nizari
#			domicile.domicile_location.county.holder.top_liege = {
#				any_sub_realm_county = {
#					count >= 5
#					faith = root.faith
#				}
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_alive = yes
#		is_available_adult = yes
#		has_contagious_deadly_disease_trigger = no
#	}
#
#	cost = {
#		prestige = 250
#	}
#
#	effect = {
#		random_owned_story = {
#			type = story_hasan
#			var:ultimate_foe = { save_scope_as = ultimate_foe }
#		}
#		hasan_sabbah_ignite_decision_effect = yes
#	}
#
#	ai_potential = { this = character:41702 }
#
#	ai_will_do = {
#		base = 200
#	}
#}
#
##############################################
## Found the Assassins						#
## by James Beaumont							#
##############################################
#hasan_found_the_assassins = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
#	}
#	sort_order = 500
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 36
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	desc = hasan_found_the_assassins_desc
#	selection_tooltip = hasan_found_the_assassins_tooltip
#	decision_group_type = story_cycle_hasan
#
#	is_shown = {
#		#DLC check.
#		has_ep3_dlc_trigger = yes
#		any_owned_story = {
#			type = story_hasan
#			NOT = { exists = var:assassins }
#		}
#		is_landed = no
#		faith = faith:nizari
#		NOT = {
#			has_character_flag = founded_assassins_already
#		}
#	}
#
#	is_valid = {
#		hasan_camp_in_foes_realm_trigger = yes
#		domicile.domicile_location.barony = { is_leased_out = no }
#		domicile.domicile_location.county.faith = root.faith
#		custom_tooltip = {
#			text = is_mountainous_desc
#			domicile.domicile_location = { is_mountainous_trigger = yes }
#		}
#		domicile.domicile_location = {
#			is_county_capital = no
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_alive = yes
#		is_available_adult = yes
#		has_contagious_deadly_disease_trigger = no
#	}
#
#	cost = { piety = 1500 }
#
#	effect = {
#		domicile.domicile_location = { save_scope_as = location }
#		if = {
#			limit = {
#				scope:location = {
#					has_holding = no
#				}
#			}
#			if = {
#				limit = {
#					scope:location.county.holder = {
#						government_has_flag = government_is_tribal
#					}
#				}
#				scope:location = {
#					set_holding_type = church_holding
#				}
#			}
#			else = {
#				scope:location = {
#					set_holding_type = castle_holding
#				}
#			}
#		}
#		create_character = {
#			template = holy_order_leader_character
#			location = scope:location
#			save_scope_as = leader
#		}
#		hidden_effect = {
#			create_title_and_vassal_change = {
#				type = leased_out
#				save_scope_as = change
#				add_claim_on_loss = no
#			}
#			scope:location.barony = {
#				change_title_holder_include_vassals = {
#					holder = scope:location.barony.holder.top_liege
#					change = scope:change
#				}
#			}
#			resolve_title_and_vassal_change = scope:change
#		}
#		create_holy_order = {
#			leader = scope:leader
#			capital = scope:location.barony
#			save_scope_as = new_holy_order
#		}
#		scope:new_holy_order ?= {
#			title = { set_title_name = holy_order_hashshashin }
#		}
#		create_holy_order_effect = yes
#		random_owned_story = {
#			type = story_hasan
#			set_variable = {
#				name = assassins
#				value = scope:new_holy_order
#			}
#		}
#		add_character_flag = founded_assassins_already
#		scope:location = {
#			if = {
#				limit = {
#					has_special_building = no
#				}
#				add_special_building = assassin_castle_01
#			}
#			else_if = {
#				limit = {
#					has_building_or_higher = alamut_castle_01
#				}
#				hidden_effect = {
#					remove_building = alamut_castle_01
#				}
#				add_special_building = alamut_castle_02
#			}
#		}
#		add_intrigue_skill = 2
#		give_nickname = nick_old_man_of_the_mountain
#	}
#
#	ai_potential = { this = character:41702 }
#
#	ai_will_do = {
#		base = 200
#	}
#}
#
##############################################
## Expand the Assassins						#
## by James Beaumont							#
##############################################
#hasan_expand_the_assassins = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds"
#	}
#	sort_order = 500
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 36
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	desc = hasan_expand_the_assassins_desc
#	selection_tooltip = hasan_expand_the_assassins_tooltip
#	decision_group_type = story_cycle_hasan
#
#	is_shown = {
#		#DLC check.
#		has_ep3_dlc_trigger = yes
#		any_owned_story = {
#			type = story_hasan
#			has_variable = assassins
#		}
#		is_landed = no
#		faith = faith:nizari
#	}
#
#	is_valid = {
#		hasan_camp_in_foes_realm_trigger = yes
#		domicile.domicile_location.barony = { is_leased_out = no }
#		domicile.domicile_location.county.faith = root.faith
#		custom_tooltip = {
#			text = is_mountainous_desc
#			domicile.domicile_location = { is_mountainous_trigger = yes }
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_alive = yes
#		is_available_adult = yes
#		has_contagious_deadly_disease_trigger = no
#		domicile.domicile_location = { is_county_capital = no }
#	}
#
#	cost = { piety = 250 }
#
#	effect = {
#		random_owned_story = {
#			type = story_hasan
#			var:assassins = { save_scope_as = assassins }
#		}
#		show_as_tooltip = {
#			domicile.domicile_location.barony = { lease_out_to = scope:assassins }
#		}
#		hidden_effect = {
#			if = {
#				limit = { domicile.domicile_location.barony.holder != root }
#				create_title_and_vassal_change = {
#					type = leased_out
#					save_scope_as = change
#					add_claim_on_loss = no
#				}
#				domicile.domicile_location.barony = {
#					change_title_holder_include_vassals = {
#						holder = holder.top_liege
#						change = scope:change
#					}
#				}
#				resolve_title_and_vassal_change = scope:change
#				domicile.domicile_location.barony = { lease_out_to = scope:assassins }
#			}
#		}
#	}
#
#	ai_potential = { this = character:41702 }
#
#	ai_will_do = {
#		base = 200
#	}
#}
#
#
#