﻿####DECISIONS LIST###
#
###
##Become Genghis Khan
##Enforce Bactrian Supremacy
###
#
#
###########
##Become Genghis Khan
## by Petter Vilberg
#### Become Greatest of Khans ###
#become_greatest_of_khans_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
#	}
#	decision_group_type = major
#	desc = become_greatest_of_khans_decision_desc
#
#	ai_check_interval = 0
#	sort_order = 200
#
#	is_shown = {
#		highest_held_title_tier >= tier_duchy
#		is_playable_character = yes
#		culture = { has_cultural_pillar = heritage_mongolic }
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:become_greatest_of_khans_decision
#			}
#		}
#		#TRUE DLC-OWNING NOMADS HAVE THEIR OWN PATH
#		has_mpo_dlc_trigger = no
#	}
#
#	is_valid = {
#		prestige_level >= 4
#		highest_held_title_tier = tier_empire
#		sub_realm_size >= greatest_of_khans_target_counties
#		capital_province = {
#			geographical_region = world_steppe
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_adult = yes
#		is_available = yes
#		top_liege = this
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = massive_gold_value
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = massive_gold_value
#			}
#		}
#		prestige = {
#			value = major_prestige_value
#		}
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		#Can only happen once
#		add_to_global_variable_list = {
#			name = unavailable_unique_decisions
#			target = flag:become_greatest_of_khans_decision
#		}
#
#		show_as_tooltip = {
#			add_trait = greatest_of_khans
#			give_nickname = nick_genghis_khan
#			if = {
#				limit = {
#					prestige_level < 5
#				}
#				add_prestige_level = 1
#			}
#			custom_tooltip = become_greatest_of_khans_decision_enable_mongol_invasion_cb
#			custom_tooltip = become_greatest_of_khans_decision_gain_mongol_empire
#			add_realm_law_skip_effects = high_partition_succession_law
#			spawn_mongol_troops_condensed_effect = yes
#		}
#
#		save_scope_as = genghis_khan
#
#		trigger_event = central_asia.0001 #I became the Genghis Khan
#		add_to_temporary_list = received_notification
#
#		every_vassal_or_below = {
#			trigger_event = central_asia.0002 #My ruler became the Genghis Khan
#			add_to_temporary_list = received_notification
#		}
#
#		every_ruler = {
#			limit = {
#				NOT = {
#					is_in_list = received_notification
#				}
#			}
#
#			trigger_event = central_asia.0003 #Someone has become Genghis Khan
#		}
#	}
#}
#
#
#
###########
##Enforce Bactrian Supremacy
## by Petter Vilberg
#### Establish Bactrian Supremacy ###
#establish_bactrian_supremacy_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
#	}
#	decision_group_type = major
#	desc = establish_bactrian_supremacy_decision_desc
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	is_shown = {
#		highest_held_title_tier >= tier_county
#		culture = {
#			OR = {
#				this = culture:afghan
#				this = culture:tajik
#				any_parent_culture_or_above = {
#					OR = {
#						this = culture:tajik
#						this = culture:afghan
#					}
#				}
#			}
#		}
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:establish_bactrian_supremacy_decision
#			}
#		}
#	}
#
#	is_valid = {
#		completely_controls_region = custom_bactria
#		custom_description = {
#			text = "is_king_or_emperor"
#			highest_held_title_tier >= tier_kingdom
#		}
#		OR = {
#			religion = religion:zoroastrianism_religion
#			religion = religion:buddhism_religion
#			faith = faith:manichean
#		}
#		prestige_level >= 3
#		OR = {
#			government_has_flag = government_is_feudal
#			government_has_flag = government_is_clan
#			government_allows = administrative
#			government_has_flag = government_is_landless_adventurer
#		}
#		capital_province = {
#			geographical_region = custom_bactria
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_adult = yes
#		is_available = yes
#		top_liege = this
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = massive_gold_value
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = massive_gold_value
#			}
#		}
#		prestige = {
#			value = major_prestige_value
#		}
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		#Can only happen once
#		add_to_global_variable_list = {
#			name = unavailable_unique_decisions
#			target = flag:establish_bactrian_supremacy_decision
#		}
#
#		save_scope_as = bactrian_emperor
#
#		show_as_tooltip = {
#			establish_bactrian_supremacy_effect = yes
#		}
#		trigger_event = central_asia.0011
#
#		add_to_list = notification_sent
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
###########
##Establish the Yamagate in Samarkand
## by James Beaumont
#### Establish the Yamagate in Samarkand ###
#establish_yamagate_in_samarkand_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
#	}
#	desc = establish_yamagate_in_samarkand_decision_desc
#	selection_tooltip = establish_yamagate_in_samarkand_decision_tooltip
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	is_shown = {
#		is_ruler = yes
#		is_playable_character = yes
#		faith = faith:manichean
#		NOT = {
#			has_title = title:d_manichean
#		}
#		NOT = { title:c_samarkand.holder = { has_title = title:d_manichean } }
#		NOT = { capital_county = { this = title:c_samarkand } }
#		OR = {
#			NOT = {
#				exists = title:d_manichean.holder
#			}
#			AND = {
#				exists = title:d_manichean.holder
#				title:d_manichean.holder = {
#					NOT = { 	
#						has_opinion_modifier = { #Not accepting it if you conquered it yourself.
#							target = root
#							modifier = declared_war
#						}
#					}
#					NOT = { 	
#						has_opinion_modifier = { #Not accepting it if you conquered it yourself.
#							target = root
#							modifier = revoked_title
#						}
#					}
#				}
#			}
#		}
#		NOT = { has_character_flag = flag_already_given_samarkand_once }
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		highest_held_title_tier > 3 #Only Kings and Emperors
#		custom_tooltip = {
#			text = hof_exists_tt
#			faith = { exists = religious_head }
#		}
#		custom_tooltip = {
#			text = samarkand_held_by_you_or_vassal_tt
#			OR = {
#				title:c_samarkand.holder = { 	
#					any_liege_or_above = { this = root }
#				}
#				title:c_samarkand.holder = { this = root }
#			}
#		}
#	}
#
#	effect = {
#		add_piety = 1000
#		add_character_flag = flag_already_given_samarkand_once
#		create_title_and_vassal_change = {
#			type = returned
#			save_scope_as = change
#			add_claim_on_loss = no
#		}
#		title:c_samarkand = {
#			change_title_holder = {
#				holder = title:d_manichean.holder
#				change = scope:change
#			}
#		}
#		#If you're a higher tier than the HoF, vassalise them
#		if = {
#			limit = {
#				tier_difference = {
#			        target = title:d_manichean.holder
#			        value >= 1
#			    }
#			}
#			title:d_manichean.holder = {
#				change_liege = {
#					liege = root
#					change = scope:change
#				}
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#
#		title:d_manichean.holder = {
#			set_realm_capital = title:c_samarkand
#			add_opinion = {
#				target = prev
#				modifier = established_samarkand_opinion
#			}
#		}
#	}
#	
#	ai_potential = {
#		faith = faith:manichean
#	}
#
#	ai_will_do = { #Do it always, for coherence.
#		base = 100
#		modifier = {
#			factor = 0
#			title:c_samarkand.holder = {
#				OR = {
#					is_ai = no
#					any_liege_or_above = { is_ai = no }  # AI will never take provinces away from a player.
#				}
#			}
#		}
#		modifier = {
#			factor = 0
#			has_trait = cynical
#		}
#	}
#}
#
###########
##End the Old Ways
## by James Beaumont
#### Break With the Old Ways ###
#break_with_the_old_ways_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
#	}
#	desc = break_with_the_old_ways_decision_desc
#	selection_tooltip = break_with_the_old_ways_decision_tooltip
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	is_shown = {
#		is_ruler = yes
#		is_playable_character = yes
#		faith = faith:kabarism
#		NOT = {
#			faith:kabarism = {
#				has_variable = old_ways_been_broken
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		highest_held_title_tier > 3 #Only Kings and Emperors
#		custom_tooltip = {
#			text = hof_exists_tt
#			faith = { exists = religious_head }
#		}
#		trigger_if = {
#			limit = {
#				faith = { exists = religious_head }
#			}
#			is_liege_or_above_of = root.faith.religious_head
#		}
#	}
#
#	widget = {
#		gui = "decision_view_widget_option_list_generic"
#		controller = decision_option_list_controller
#		decision_to_second_step_button = "CHOOSE_REFORMATION_TYPE"
#		show_from_start = yes
#
#		item = { # Righteous: Chosen People
#			value = bwow_no_changes
#			current_description = bwow_no_changes_desc
#			localization = bwow_chosen_people
#			icon = "gfx/interface/icons/faith/tengri.dds"
#			ai_chance = {
#				value = 10
#				add = ai_sociability
#				add = ai_compassion
#			}
#		}
#
#		item = { # Pluralist
#			value = bwow_chosen_people
#			current_description = bwow_chosen_people_desc
#			localization = bwow_no_changes
#			icon = "gfx/interface/icons/icon_culture.dds"
#			ai_chance = {
#				value = 100
#				add = ai_zeal
#			}
#		}
#
#		item = { # Righteous: Esotericism
#			value = bwow_esotericism
#			current_description = bwow_esotericism_desc
#			localization = bwow_esotericism
#			icon = "gfx/interface/icons/traits/mystic_base.dds"
#			ai_chance = {
#				value = 100
#				add = {
#					subtract = ai_rationality
#				}
#			}
#		}
#
#		item = { # Fundementalist
#			value = bwow_fundementalist
#			current_description = bwow_fundementalist_desc
#			localization = bwow_fundementalist
#			icon = "gfx/interface/icons/icon_skill_martial.dds"
#			ai_chance = {
#				value = 0
#				add = ai_zeal
#				add = ai_vengefulness
#				add = {
#					subtract = ai_sociability
#					subtract = ai_compassion
#				}
#			}
#		}
#	}
#
#	effect = {
#		trigger_event = religious_decision.0501
#		show_as_tooltip = {
#			if = {
#				limit = {
#					scope:bwow_no_changes = yes
#				}
#				root.faith = { remove_doctrine = unreformed_faith_doctrine }
#			}
#			if = {
#				limit = {
#					scope:bwow_chosen_people = yes
#				}
#				root.faith = { break_with_old_ways_become_syncretic = yes }
#			}
#			if = {
#				limit = {
#					scope:bwow_esotericism = yes
#				}
#				root.faith = { break_with_old_ways_become_righteous = yes }
#			}
#			if = {
#				limit = {
#					scope:bwow_fundementalist = yes
#				}
#				root.faith = { break_with_old_ways_become_fundamentalist = yes }
#			}
#		}
#		hidden_effect = {
#			faith:kabarism = {
#				set_variable = old_ways_been_broken
#			}
#		}
#	}
#	
#	ai_potential = {
#		faith = faith:kabarism
#	}
#
#	ai_will_do = {
#		base = 100
#		modifier = {
#			factor = 0
#			has_trait = cynical
#		}
#	}
#}
#