### End Pious Investments ###
end_investments_minor_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_spend_money.dds"
	}
	sort_order = 1

	is_shown = {
		has_character_modifier = church_investment_cost_modifier
	}

	effect = {
		remove_character_modifier = church_investment_modifier
		remove_character_modifier = church_investment_cost_modifier
	}

	ai_potential = {
		always = no
	}

	ai_check_interval = 0
}

### Designated Terrain ###
choose_designated_terrain_decision = {

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 120
		kingdom = 0
		empire = 0
		hegemony = 0
	}

	picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" }

	sort_order = 10
	decision_group_type = major

	is_shown = {
		OR = {
			is_landed = no
			government_has_flag = government_is_nomadic
		}
		has_perk = mustering_the_troops_perk
		NOR = {
			landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
			landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
			landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
			landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
		}
	}

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

		item = { # Woodlands
			value = master_forest_terrain
			current_description = designated_terrain_forest_decision
			localization = designated_terrain_forest_decision
			icon = "gfx/interface/icons/terrain_types/forest.dds"
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = {
							OR = {
								terrain = forest
								terrain = jungle
								terrain = taiga
								terrain = wetlands
							}
						}
					}
					add = 100
				}
			}
		}
		item = { # Highlands
			value = master_mountain_terrain
			current_description = designated_terrain_mountain_decision
			localization = designated_terrain_mountain_decision
			icon = "gfx/interface/icons/terrain_types/mountains.dds"
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = {
							OR = {
								terrain = mountains
								terrain = hills
								terrain = desert_mountains
								terrain = terraced_hills
							}
						}
					}
					add = 100
				}
			}
		}
		item = { # Lowlands
			value = master_plains_terrain
			current_description = designated_terrain_plains_decision
			localization = designated_terrain_plains_decision
			icon = "gfx/interface/icons/terrain_types/plains.dds"
			ai_chance = { 
				value = 5
				if = {
					limit = {
						location = {
							OR = {
								terrain = plains
								terrain = steppe
								terrain = farmlands
								terrain = floodplains
							}
						}
					}
					add = 100
				}
			}
		}
		item = { # Drylands
			value = master_drylands_terrain
			current_description = designated_terrain_drylands_decision
			localization = designated_terrain_drylands_decision
			icon = "gfx/interface/icons/terrain_types/drylands.dds"
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = {
							OR = {
								terrain = drylands
								terrain = desert
								terrain = oasis
							}
						}
					}
					add = 100
				}
			}
		}
	}

	effect = {
		switch = {
			trigger = yes
			scope:master_forest_terrain = {
				custom_tooltip = master_forest_terrain_effect_tooltip
				landless_inspector_assign_terrain_effect = { TERRAIN = woodlands }
			}
			scope:master_mountain_terrain = {
				custom_tooltip = master_mountain_terrain_effect_tooltip
				landless_inspector_assign_terrain_effect = { TERRAIN = highlands }
			}
			scope:master_plains_terrain = {
				custom_tooltip = master_plains_terrain_effect_tooltip
				landless_inspector_assign_terrain_effect = { TERRAIN = lowlands }
			}
			scope:master_drylands_terrain = {
				custom_tooltip = master_drylands_terrain_effect_tooltip
				landless_inspector_assign_terrain_effect = { TERRAIN = drylands }
			}
		}
	}

	ai_potential = {
		location = {
			NOR = {
				terrain = sea
				terrain = coastal_sea
			}
		}
	}

	ai_will_do = { base = 10 }
}

### Master Terrain ###
choose_master_terrain_decision = {

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 120
		kingdom = 0
		empire = 0
		hegemony = 0
	}

	picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds" }

	sort_order = 10
	decision_group_type = major

	is_shown = {
		is_landed = no
		has_perk = personal_touch_perk
		NOR = {
			# Woodlands
			has_character_modifier = master_terrain_forest_modifier
			has_character_modifier = master_terrain_jungle_modifier
			has_character_modifier = master_terrain_taiga_modifier
			has_character_modifier = master_terrain_wetlands_modifier
			# Highlands
			has_character_modifier = master_terrain_mountains_modifier
			has_character_modifier = master_terrain_hills_modifier
			has_character_modifier = master_terrain_desert_mountains_modifier
			# Lowlands
			has_character_modifier = master_terrain_plains_modifier
			has_character_modifier = master_terrain_steppe_modifier
			has_character_modifier = master_terrain_farmlands_modifier
			has_character_modifier = master_terrain_floodplains_modifier
			# Drylands
			has_character_modifier = master_terrain_drylands_modifier
			has_character_modifier = master_terrain_desert_modifier
			has_character_modifier = master_terrain_oasis_modifier
		}
		OR = {
			landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
			landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
			landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
			landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
		}
	}

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

		### Woodlands 
		item = { # Forest
			value = master_terrain_forest_terrain
			current_description = master_terrain_forest_decision
			localization = master_terrain_forest_decision
			icon = "gfx/interface/icons/terrain_types/forest.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = forest }
					}
					add = 100
				}
			}
		}
		item = { # Jungle
			value = master_terrain_jungle_terrain
			current_description = master_terrain_jungle_decision
			localization = master_terrain_jungle_decision
			icon = "gfx/interface/icons/terrain_types/jungle.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = jungle }
					}
					add = 100
				}
			}
		}
		item = { # Taiga
			value = master_terrain_taiga_terrain
			current_description = master_terrain_taiga_decision
			localization = master_terrain_taiga_decision
			icon = "gfx/interface/icons/terrain_types/taiga.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = taiga }
					}
					add = 100
				}
			}
		}
		item = { # Wetlands
			value = master_terrain_wetlands_terrain
			current_description = master_terrain_wetlands_decision
			localization = master_terrain_wetlands_decision
			icon = "gfx/interface/icons/terrain_types/wetlands.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = woodlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = wetlands }
					}
					add = 100
				}
			}
		}

		### Highlands
		item = { # Mountains
			value = master_terrain_mountains_terrain
			current_description = master_terrain_mountains_decision
			localization = master_terrain_mountains_decision
			icon = "gfx/interface/icons/terrain_types/mountains.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = highlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = mountains }
					}
					add = 100
				}
			}
		}
		item = { # Hills
			value = master_terrain_hills_terrain
			current_description = master_terrain_hills_decision
			localization = master_terrain_hills_decision
			icon = "gfx/interface/icons/terrain_types/hills.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = highlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = hills }
					}
					add = 100
				}
			}
		}
		item = { # Desert Mountains
			value = master_terrain_desert_mountains_terrain
			current_description = master_terrain_desert_mountains_decision
			localization = master_terrain_desert_mountains_decision
			icon = "gfx/interface/icons/terrain_types/desert_mountains.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = highlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = desert_mountains }
					}
					add = 100
				}
			}
		}

		### Lowlands
		item = { # Plains
			value = master_terrain_plains_terrain
			current_description = master_terrain_plains_decision
			localization = master_terrain_plains_decision
			icon = "gfx/interface/icons/terrain_types/plains.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = plains }
					}
					add = 100
				}
			}
		}
		item = { # Steppe
			value = master_terrain_steppe_terrain
			current_description = master_terrain_steppe_decision
			localization = master_terrain_steppe_decision
			icon = "gfx/interface/icons/terrain_types/steppe.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = steppe }
					}
					add = 100
				}
			}
		}
		item = { # Farmlands
			value = master_terrain_farmlands_terrain
			current_description = master_terrain_farmlands_decision
			localization = master_terrain_farmlands_decision
			icon = "gfx/interface/icons/terrain_types/farmlands.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = farmlands }
					}
					add = 100
				}
			}
		}
		item = { # Floodplains
			value = master_terrain_floodplains_terrain
			current_description = master_terrain_floodplains_decision
			localization = master_terrain_floodplains_decision
			icon = "gfx/interface/icons/terrain_types/floodplains.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = lowlands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = floodplains }
					}
					add = 100
				}
			}
		}


		### Drylands
		item = { # Drylands
			value = master_terrain_drylands_terrain
			current_description = master_terrain_drylands_decision
			localization = master_terrain_drylands_decision
			icon = "gfx/interface/icons/terrain_types/drylands.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = drylands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = drylands }
					}
					add = 100
				}
			}
		}
		item = { # Desert
			value = master_terrain_desert_terrain
			current_description = master_terrain_desert_decision
			localization = master_terrain_desert_decision
			icon = "gfx/interface/icons/terrain_types/desert.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = drylands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = desert }
					}
					add = 100
				}
			}
		}
		item = { # Oasis
			value = master_terrain_oasis_terrain
			current_description = master_terrain_oasis_decision
			localization = master_terrain_oasis_decision
			icon = "gfx/interface/icons/terrain_types/oasis.dds"
			is_shown = { 
				landless_inspector_terrain_master_trigger = { TERRAIN = drylands } 
			}
			ai_chance = { 
				value = 0
				if = {
					limit = {
						location = { terrain = oasis }
					}
					add = 100
				}
			}
		}
	}

	effect = {
		if = {
			limit = {
				landless_inspector_terrain_master_trigger = { TERRAIN = woodlands }
			}
			switch = {
				trigger = yes
				scope:master_terrain_forest_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = forest }
				}
				scope:master_terrain_jungle_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = jungle }
				}
				scope:master_terrain_taiga_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = taiga }
				}
				scope:master_terrain_wetlands_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = wetlands }
				}
			}
		}
		else_if = {
			limit = {
				landless_inspector_terrain_master_trigger = { TERRAIN = highlands }
			}
			switch = {
				trigger = yes 
				scope:master_terrain_mountains_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = mountains }
				}
				scope:master_terrain_hills_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = hills }
				}
				scope:master_terrain_desert_mountains_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = desert_mountains }
				}
			}
		}
		else_if = {
			limit = {
				landless_inspector_terrain_master_trigger = { TERRAIN = lowlands }
			}
			switch = {
				trigger = yes
				scope:master_terrain_plains_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = plains }
				}
				scope:master_terrain_steppe_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = steppe }
				}
				scope:master_terrain_farmlands_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = farmlands }
				}
				scope:master_terrain_floodplains_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = floodplains }
				}
			}
		}
		else_if = {
			limit = {
				landless_inspector_terrain_master_trigger = { TERRAIN = drylands }
			}
			switch = {
				trigger = yes
				scope:master_terrain_drylands_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = drylands }
				}
				scope:master_terrain_desert_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = desert }
				}
				scope:master_terrain_oasis_terrain = {
					landless_inspector_master_terrain_effect = { TERRAIN = oasis }
				}
			}
		}
	}

	ai_potential = {
		location = {
			NOR = {
				terrain = sea
				terrain = coastal_sea
			}
		}
	}

	ai_will_do = { base = 10 }
}

## Form Bosporan Kingdom 
#### Restore the Bosporan Kingdom ###
#form_bosporan_kingdom_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/event_scenes/ep3_medi_estate.dds"
#	}
#	decision_group_type = major
#	sort_order = 50
#
#	is_shown = {
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_bosporan_kingdom
#			}
#		}
#		culture = {
#			OR = {
#				has_cultural_pillar = heritage_central_germanic
#				has_cultural_pillar = heritage_byzantine
#			}
#		}
#		highest_held_title_tier <= tier_kingdom
#		any_held_title = {
#			OR = {
#				de_jure_liege = title:d_crimea
#				de_jure_liege = title:d_azov
#				this = title:d_crimea
#				this = title:d_azov
#			}
#		}
#	}
#
#	is_valid = {
#		completely_controls = title:d_crimea
#		completely_controls = title:d_azov
#		top_liege = this
#		prestige_level >= 3
#	}
#	
#	is_valid_showing_failures_only = {
#		is_landed = yes
#	}
#
#	effect = {
#		add_to_global_variable_list = {
#			name = unavailable_unique_decisions
#			target = flag:flag_bosporan_kingdom
#		}
#
#		house = {
#			add_house_modifier = {
#				modifier = bp3_bosporan_kingdom_modifier
#				years = 100
#			}
#		}
#
#		custom_tooltip = unlocks_black_sea_naval_conquest
#
#		hidden_effect = {
#			title:k_bosporan_kingdom = { set_de_jure_liege_title = title:d_crimea.empire }
#		}
#
#		create_title_and_vassal_change = {
#			type = created
#			save_scope_as = title_change
#			add_claim_on_loss = yes
#		}
#		title:k_bosporan_kingdom = {
#			change_title_holder = {
#				holder = root
#				change = scope:title_change
#			}
#		}
#		resolve_title_and_vassal_change = scope:title_change
#
#		add_character_modifier = bp3_conqueror_black_sea_modifier
#		
#		title:d_crimea = { set_de_jure_liege_title = title:k_bosporan_kingdom }
#		title:d_azov = { set_de_jure_liege_title = title:k_bosporan_kingdom }
#		# Additional DeJures
#		adjust_de_jure_effect = {
#			TITLE = title:d_bugeac
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		adjust_de_jure_effect = {
#			TITLE = title:d_yedisan
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		adjust_de_jure_effect = {
#			TITLE = title:d_levedia
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		adjust_de_jure_effect = {
#			TITLE = title:d_don_valley
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		adjust_de_jure_effect = {
#			TITLE = title:d_kizilyedisan
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		adjust_de_jure_effect = {
#			TITLE = title:d_red_levedia
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		adjust_de_jure_effect = {
#			TITLE = title:d_tana
#			DE_JURE = title:k_bosporan_kingdom
#		}
#		if = {
#			limit = {
#				province:5330 = {
#					has_holding_type = castle_holding
#				}
#				province:5277 = {
#					has_holding = no
#				}
#			}
#			province:5277 = {
#				begin_create_holding = castle_holding
#			}
#		}		
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 250
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 250
#			}
#		}
#		prestige = {
#			value = 2000
#		}
#	}
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 60
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	ai_potential = {
#		is_ruler = yes
#		short_term_gold >= {
#			value = major_gold_value
#			multiply = 1.5
#			round = yes
#		}
#		prestige >= {
#			value = major_prestige_gain
#			multiply = 3
#			round = yes
#		}
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
## Merging France and Aquitaine
#### France as One ###
#merge_aquitaine_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
#	}
#	title = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					primary_title = title:k_aquitaine
#				}
#				desc = merge_aquitaine_decision_alt
#			}
#			desc = merge_aquitaine_decision
#		}
#	}
#	desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					primary_title = title:k_aquitaine
#				}
#				desc = merge_aquitaine_decision_desc_aquitaine
#			}
#			desc = merge_aquitaine_decision_desc
#		}
#		desc = merge_aquitaine_decision_desc_outro
#	}
#	decision_group_type = major
#	sort_order = 50
#
#	is_shown = {
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:merged_aquitaine
#			}
#		}
#		culture = { has_cultural_pillar = heritage_frankish }
#		OR = {
#			has_title = title:k_aquitaine
#			has_title = title:k_france
#		}
#		NOR = {
#			title:k_aquitaine = { is_titular = yes }
#			title:k_france = { is_titular = yes }
#		}
#	}
#
#	is_valid = {
#		has_title = title:k_aquitaine
#		has_title = title:k_france
#		top_liege = this
#		prestige_level >= 3
#	}
#
#	effect = {
#		add_to_global_variable_list = {
#			name = unavailable_unique_decisions
#			target = flag:merged_aquitaine
#		}
#
#		save_scope_as = rightful_liege
#
#		add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain }
#		dynasty ?= { add_dynasty_prestige = massive_dynasty_prestige_value }
#
#		if = {
#			limit = {
#				primary_title = { this = title:k_aquitaine}
#			}
#			merge_aquitaine_effect = {
#				PRIMARY = k_aquitaine
#				SECONDARY = k_france
#				TEXT = alt
#			}
#		}
#		else = {
#			merge_aquitaine_effect = {
#				PRIMARY = k_france
#				SECONDARY = k_aquitaine
#				TEXT = original
#			}
#		}
#
#		trigger_event = major_decisions.3200
#		every_vassal_or_below = {
#			trigger_event = major_decisions.3200
#		}
#	}
#
#	cost = {
#		prestige = {
#			if = {
#				limit = {
#					is_ai = no
#				}
#				value = 1000
#			}
#			else = {
#				value = 0
#			}
#		}
#	}
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 60
#		empire = 60
#		hegemony = 60
#	}
#
#	ai_potential = {
#		is_ruler = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}

# The Legacy of the Adventurer
# By Ariana Tranumn
### Legacy of [GetPlayer.GetHouse.GetBaseNameNoTooltip] ###
enact_legacy_of_adventurer_decision = {
	picture = { # pic
		reference = "gfx/interface/illustrations/decisions/ep3_decision_laamp_neutral_mountain.dds"
	}
	desc = enact_legacy_of_adventurer_decision_desc
	decision_group_type = adventurer
	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 36
		kingdom = 0
		empire = 0
		hegemony = 0
	}

	ai_potential = {
		government_has_flag = government_is_landless_adventurer
	}

	is_shown = {
		# DLC check.
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		NOT = { has_trait = gallowsbait }
		NOT = { 
			house = {
				has_house_modifier = legacy_adventurer_house_modifier
			}
		}
	}

	is_valid = {
		prestige_level >= 4
		custom_tooltip = {
			text = have_enough_followers_tt
			any_courtier = { count >= 15 }
		}
		custom_tooltip = {
			text = have_enough_patrons_tt
			any_contact = { count >= 5 }
		}
		custom_tooltip = {
			text = has_max_level_pavilion_tt
			domicile = { has_domicile_building_or_higher = camp_main_04 }
		}
		trigger_if = {
			limit = {
				has_variable = laamp_total_noncrim_contracts_successfully_completed
			}
			save_temporary_scope_value_as = {
				name = contract_tally
				value = var:laamp_total_noncrim_contracts_successfully_completed
			}
		}
		trigger_else = {
			save_temporary_scope_value_as = {
				name = contract_tally
				value = 0
			}				
		}
		custom_tooltip = {
			text = has_enough_contracts_tt
			has_variable = laamp_total_noncrim_contracts_successfully_completed
			var:laamp_total_noncrim_contracts_successfully_completed >= 50
		}
	}

	is_valid_showing_failures_only = {
		is_alive = yes
		is_available_adult = yes
	}

	cost = {
		prestige = 1000
	}

	effect = {
		custom_tooltip = criminal_contracts_blocked_tt
		show_as_tooltip = {
			house = {
				add_house_modifier = {
					modifier = legacy_adventurer_house_modifier
				}
			}
		}
		custom_tooltip = legacy_adventurer_legitimacy_on_landing
		trigger_event = bp3_decisions.0100
	}

	ai_will_do = {
		base = 100
		modifier = {
			factor = 0.5
			has_trait = ambitious
		}
		modifier = {
			factor = 1.5
			has_trait = lifestyle_traveler
		}
	}

}

