# As a Supporter, demand that a Muslim ruler recognize your authority
# Success makes the Strengthen the Caliphate struggle decision easier to take
#fp3_demand_submission_interaction = {
#	icon = demand_submission
#	category = interaction_category_religion
#	popup_on_receive = yes
#	pause_on_receive = yes
#	can_send_despite_rejection = yes
#	ai_maybe = yes
#	desc = fp3_demand_submission_interaction_desc
#
#	greeting = positive
#	notification_text = DEMAND_SUBMISSION_NOTIFICATION
#	
#	is_available = {
#		trigger_if = {
#			limit = { is_ai = yes }
#			is_physically_able = yes
#		}
#	}
#
#	is_shown = {
#		scope:actor != scope:recipient
#		struggle:persian_struggle ?= { has_struggle_phase_parameter = demand_submission_interaction_unlocked }
#		scope:actor = { has_title = title:d_sunni }
#		scope:recipient = {
#			faith.religious_head ?= scope:actor
#			has_trait = fp3_struggle_supporter
#			any_character_struggle = { this = struggle:persian_struggle }
#		}
#	}
#
#	cooldown_against_recipient = { years = 10 }
#
#	ai_min_reply_days = 2
#	ai_max_reply_days = 7
#	
#	ai_accept = {
#		base = 0
#		# This is more flavorful than "base acceptance"
#		modifier = {
#			desc = DEMAND_SUBMISSION_I_AM_HEAD_OF_FAITH
#			add = 50
#		}
#		##	Piety
#		# How pious are you?
#		modifier = {
#			# (Stolen shamelessly from piety_level_affects_vassalage_acceptance)
#			add = {
#				value = {
#					value = -1
#					add = scope:actor.piety_level
#				}
#				multiply = 10
#			}
#			desc = I_AM_PIOUS
#			# Only matters if they aren't cynical
#			NOT = { scope:recipient = { has_trait = cynical } }
#		}
#		# Are they cynical/zealous?
#		modifier = {
#			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
#			add = -30
#			scope:recipient = {
#				has_trait = cynical
#			}
#		}
#		modifier = {
#			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_ZEALOUS
#			add = 20
#			scope:recipient = { has_trait = zealous }
#		}
#		# Are you giving them extra piety?
#		modifier = {
#			add = 30
#			desc = STRUGGLE_MARRIAGE_ACCEPTANCE_USING_PIETY_AS_CURRENCY
#			scope:piety_cost_reduction ?= yes
#		}
#		## Opinion
#		# Do they like you?
#		opinion_modifier = {
#			who = scope:recipient
#			opinion_target = scope:actor
#			multiplier = 0.25
#			desc = AI_OPINION_REASON
#		}
#		## Personality
#		# Are they ambitious?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_AMBITIOUS
#			add = -30
#			scope:recipient = { has_trait = ambitious }
#		}
#		# Are they content?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_CONTENT
#			add = 10
#			scope:recipient = { has_trait = content }
#		}
#		# Are they stubborn?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_STUBBORN
#			add = -10
#			scope:recipient = { has_trait = stubborn }
#		}
#		# Are they arrogant?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_ARROGANT
#			add = -10
#			scope:recipient = { has_trait = arrogant }
#		}
#		# Are they humble?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_HUMBLE
#			add = 10
#			scope:recipient = { has_trait = humble }
#		}
#		# Are they trusting?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_TRUSTING
#			add = 10
#			scope:recipient = { has_trait = trusting }
#		}
#		# Are they paranoid?
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_PARANOID
#			add = -20
#			scope:recipient = { has_trait = paranoid }
#		}
#		# Are they loyal?
#		# Independent rulers should rarely have this trait, but if your predecessor installed a puppet and died, then this makes it easier to demand submission from the puppet
#		modifier = {
#			desc = DEMAND_SUBMISSION_RECIPIENT_IS_LOYAL
#			add = 20
#			scope:recipient = { has_trait = loyal }
#		}
#		## Realm
#		# Are you stronger/weaker than them?
#		modifier = {
#			add = {
#				value = 1
#				subtract = {
#					value = scope:recipient.max_military_strength # For foreign diplomacy, consider recipients max
#					divide = { value = scope:actor.current_military_strength min = 1 }
#				}
#				multiply = 10
#			}
#			desc = offer_vassalization_interaction_aibehavior_power_tt
#		}
#		# Reign duration
#		modifier = {
#			add = {
#				value = scope:actor.primary_title.title_held_years
#				subtract = 21
#				max = 20
#			}
#			desc = DEMAND_SUBMISSION_SHORT_REIGN
#		}
#		## Dread
#		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
#		}
#	}
#
#	on_accept = {
#		scope:actor = {
#			if = {
#				limit = { scope:piety_cost_reduction ?= yes }
#				add_piety = massive_piety_loss
#			}
#			add_hook = {
#				target = scope:recipient
#				type = caliphal_submission_hook
#			}
#			if = {
#				limit = { has_variable = last_explicit_defied_caliph }
#				remove_variable = last_explicit_defied_caliph
#			}
#			trigger_event = fp3_misc_decisions.0010 # Letter event informing player of success
#		}
#		scope:recipient = {
#			if = {
#				limit = { scope:piety_cost_reduction ?= yes }
#				add_piety = massive_piety_gain
#			}
#		}
#
#		# If we're a clan this interaction affects unity
#		add_clan_unity_interaction_effect = {
#			CHARACTER = scope:actor
#			TARGET = scope:recipient
#			VALUE = medium_unity_gain
#			DESC = clan_unity_forment_revolt.desc
#			REVERSE_NON_HOUSE_TARGET = no
#		}
#	}
#
#	on_decline = {
#		scope:recipient = {
#			custom_tooltip = DEMAND_SUBMISSION_INSTALL_LOYALIST_WARNING
#			add_piety = medium_piety_loss
#			remove_trait = fp3_struggle_supporter
#			add_trait_force_tooltip = fp3_struggle_detractor
#			# This is for the install loyalist CB discount
#			set_variable = {
#				name = last_explicit_defied_caliph
#				value = scope:actor
#				years = 30
#			}
#		}
#		scope:actor = {
#			trigger_event = fp3_misc_decisions.0011 # Letter event informing player of failure
#		}
#
#		# If we're a clan this interaction affects unity
#		add_clan_unity_interaction_effect = {
#			CHARACTER = scope:actor
#			TARGET = scope:recipient
#			VALUE = medium_unity_loss
#			DESC = clan_unity_forment_revolt.desc
#			REVERSE_NON_HOUSE_TARGET = no
#		}
#	}
#
#	# Use piety to increase acceptance
#	send_option = {
#		flag = piety_cost_reduction
#		localization = TRADE_PIETY_FOR_BETTER_AI_ACCEPTANCE
#	}
#	send_options_exclusive = no
#
#	ai_targets = {
#		ai_recipients = neighboring_rulers
#	}
#
#	ai_frequency_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 12
#		empire = 12
#		hegemony = 12
#	}
#	
#	# Very similar to ai_accept, but ignores effects that are < 10 in value for brevity's sake
#	ai_will_do = {
#		# The caliph generally _wants_ to be chucking these out all over the place.
#		## Basically, the more rulers submit to their authority, the better.
#		### Subs over drubs, as it were.
#		base = 100
#		# Will demand rulers who were installed via the puppet CB
#		modifier = {
#			add = 200
#			scope:recipient = {
#				has_trait = loyal
#				scope:actor = { has_hook = prev }
#			}
#		}
#		modifier = {
#			add = {
#				value = {
#					value = -1
#					add = scope:actor.piety_level
#				}
#				multiply = 10
#			}
#			NOT = { scope:recipient = { has_trait = cynical } }
#		}
#		modifier = {
#			add = -30
#			scope:recipient = {
#				has_trait = cynical
#			}
#		}
#		modifier = {
#			add = 20
#			scope:recipient = { has_trait = zealous }
#		}
#		opinion_modifier = {
#			who = scope:recipient
#			opinion_target = scope:actor
#			multiplier = 0.25
#		}
#		modifier = {
#			add = -30
#			scope:recipient = { has_trait = ambitious }
#		}
#		modifier = {
#			add = {
#				value = 1
#				subtract = {
#					value = scope:recipient.max_military_strength
#					divide = { value = scope:actor.current_military_strength min = 1 }
#				}
#				multiply = 10
#			}
#		}
#		# Reign duration
#		modifier = {
#			add = {
#				value = scope:actor.primary_title.title_held_years
#				subtract = 21
#				max = 20
#			}
#		}
#		## Dread
#		modifier = {
#			add = intimidated_halved_reason_value
#			scope:recipient = {
#				has_dread_level_towards = {
#					target = scope:actor
#					level = 1
#				}
#			}
#		}
#		modifier = {
#			add = cowed_halved_reason_value
#			scope:recipient = {
#				has_dread_level_towards = {
#					target = scope:actor
#					level = 2
#				}
#			}
#		}
#	}
#}
#
####################################
## Request Turkic invasion (can_request_incursion_interaction)
## By Hugo Cortell
####################################
#fp3_request_turkic_invasion_interaction = {
#	interface_priority = 100
#	common_interaction = yes
#	category = interaction_category_hostile
#	cooldown_against_recipient = { years = 2 }
#
#	icon = request_mercenary
#	desc = fp3_request_turkic_invasion_interaction_desc
#
#	is_available = {
#		OR = {
#			AND = {
#				has_trait = fp3_struggle_detractor
#				any_character_struggle = { is_struggle_type = persian_struggle }
#			}
#			top_participant_group:dynastic_cycle ?= {
#				participant_group_type = expansion_movement
#			}
#		}
#		trigger_if = {
#			limit = { is_ai = yes }
#			ai_greed <= 25
#			OR = {
#				has_trait = fp3_struggle_detractor
#				AND = {
#					vassal_contract_has_flag = celestial_military_appointment
#					top_participant_group:dynastic_cycle ?= {
#						participant_group_type = expansion_movement
#					}
#				}
#			}
#			NOT = { culture = { has_cultural_pillar = heritage_turkic } }
#			ai_has_builder_or_pious_builder_personality = no
#			is_at_war = no
#		}
#	}
#
#	is_shown = {
#		scope:recipient = {
#			is_playable_character = yes
#			is_landed = yes
#			trigger_if = {
#				limit = {
#					scope:actor = {
#						top_participant_group:dynastic_cycle ?= {
#							participant_group_type = expansion_movement
#						}
#					}
#				}
#				top_liege = scope:actor.top_liege
#			}
#			trigger_else = {
#				OR = {
#					any_character_struggle = { is_struggle_type = persian_struggle }
#					title:d_sunni.holder ?= this
#				}
#				top_liege ?= this
#
#			}
#			is_ai = yes
#		}
#		scope:actor != scope:recipient
#	}
#
#	is_valid_showing_failures_only = {
#	}
#
#	populate_recipient_list = {
#		scope:actor.top_liege = {
#			every_independent_ruler = {
#				limit = {
#					is_ai = yes
#					is_landed = yes
#					is_physically_able = yes
#					has_raised_armies = no
#					is_at_war = no
#					in_diplomatic_range = scope:actor
#					highest_held_title_tier >= tier_county
#					NOR = {
#						is_allied_to = scope:recipient
#						has_truce = scope:recipient
#						this = scope:actor
#						this = scope:recipient
#						is_tributary_of = scope:recipient.top_liege
#					}
#					OR = {
#						trigger_if = {
#							limit = {
#								NOT = {
#									scope:actor = {
#										top_participant_group:dynastic_cycle ?= {
#											participant_group_type = expansion_movement
#										}
#									}
#								}
#							}
#							government_has_flag = government_is_clan
#						}
#						government_has_flag = government_is_tribal
#						government_has_flag = government_is_nomadic
#						government_has_flag = government_is_wanua
#						government_has_flag = government_is_landless_adventurer
#					}
#					trigger_if = {
#						limit = {
#							scope:actor = {
#								top_participant_group:dynastic_cycle ?= {
#									participant_group_type = expansion_movement
#								}
#							}
#						}
#						any_neighboring_top_liege_realm = {
#							OR = {
#								title:h_china ?= this
#								any_title_to_title_neighboring_empire = {
#									title:h_china ?= hegemony
#								}
#							}
#						}
#					}
#					trigger_else = {
#						culture = {
#							OR = {
#								has_cultural_pillar = heritage_turkic
#								has_cultural_pillar = heritage_mongolic
#							}
#						}
#					}
#				}
#				add_to_list = characters
#			}
#		}
#	}
#	
#	send_options_exclusive = no
#
#	send_option = {
#		flag = war_support
#		localization = fp3_request_turkic_invasion_interaction_option_join_war
#		current_description = fp3_request_turkic_invasion_interaction_option_join_war_desc
#		is_shown = { exists = scope:secondary_recipient }
#		is_valid = {
#			scope:actor = {
#				NOR = {
#					is_at_war_with = scope:recipient
#					is_allied_to = scope:recipient
#					has_truce = scope:recipient
#				}
#				tgp_is_hegemon_or_below_in_dynastic_cycle_trigger = no				
#			}
#		}
#	}
#
#	send_option = {
#		flag = financial_support
#		localization = fp3_request_turkic_invasion_interaction_option_more_gold
#		current_description = fp3_request_turkic_invasion_interaction_option_more_gold_desc
#		is_shown = { exists = scope:secondary_recipient }
#		is_valid = {
#			custom_description = {
#				text = fp3_please_dont_give_me_negative_gold
#				fp3_request_invasion_troop_value_estimate > 0
#			}
#		}
#	}
#
#	cost = {
#		gold = {
#			value = {
#				value = scope:secondary_recipient.max_military_strength
#				divide = 20
#				round = yes
#			}
#			add = {
#				if = {
#					limit = { scope:financial_support = yes }
#					add = fp3_request_invasion_troop_value_estimate
#				}
#			}
#			if = {
#				limit = {
#					scope:recipient = { has_title = title:d_sunni }
#					struggle:persian_struggle = { has_struggle_phase_parameter = cheaper_incursions_vs_caliph }
#				}
#				divide = 2
#			}
#		}
#	}
#
#	on_accept = {
#		if = {
#			limit = { exists = scope:secondary_recipient }
#
#			scope:recipient = {
#				if = {
#					limit = {
#						scope:actor = {
#							top_participant_group:dynastic_cycle ?= {
#								participant_group_type = expansion_movement
#							}
#						}
#					}
#					capital_county = {
#						save_scope_as = invasion_target_title
#					}
#				}
#				else = {
#					if = {
#						limit = {
#							any_realm_county = {
#								this != scope:recipient.capital_county
#								any_neighboring_county = { holder.top_liege = scope:secondary_recipient.top_liege }
#								any_county_province = { geographical_region = world_persian_empire }
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#						}
#						random_realm_county = {
#							limit = {
#								this != scope:recipient.capital_county
#								any_neighboring_county = { holder.top_liege = scope:secondary_recipient.top_liege }
#								any_county_province = { geographical_region = world_persian_empire }
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#							save_scope_as = invasion_target_title
#						}
#					}
#					else_if = {
#						limit = {
#							any_realm_county = {
#								this != scope:recipient.capital_county
#								any_neighboring_county = {
#									any_county_province = { geographical_region = world_persian_empire }
#									holder.top_liege != prev.holder.top_liege
#								}
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#						}
#						random_realm_county = {
#							limit = {
#								this != scope:recipient.capital_county
#								any_neighboring_county = {
#									any_county_province = { geographical_region = world_persian_empire }
#									holder.top_liege != prev.holder.top_liege
#								}
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#							save_scope_as = invasion_target_title
#						}
#					}
#					else_if = {
#						limit = {
#							any_realm_county = {
#								this != scope:recipient.capital_county
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#						}
#						random_realm_county = {
#							limit = {
#								this != scope:recipient.capital_county
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#							save_scope_as = invasion_target_title
#						}
#					}
#					else_if = {
#						limit = {
#							any_realm_county = {
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#						}
#						random_realm_county = {
#							limit = {
#								NOR = {
#									holder = scope:actor
#									holder = { is_vassal_or_below_of = scope:actor }
#								}
#							}
#							save_scope_as = invasion_target_title
#						}
#					}
#					else = {
#						random_realm_county = { save_scope_as = invasion_target_title }
#					}
#				}
#				
#				scope:invasion_target_title.duchy = { save_scope_as = text_title }
#
#				hidden_effect = { # Not worth cluttering the UI with
#					add_opinion = {
#						modifier = fp3_incited_conflict
#						target = scope:actor
#					}
#					add_opinion = {
#						modifier = declared_war
#						target = scope:secondary_recipient
#					}
#				}
#			}
#
#			scope:secondary_recipient = {
#				add_gold = {
#					value = {
#						value = scope:secondary_recipient.max_military_strength
#						divide = 20
#						round = yes
#					}
#					add = {
#						if = {
#							limit = { scope:financial_support = yes }
#							add = fp3_request_invasion_troop_value_estimate
#						}
#					}
#					if = {
#						limit = {
#							scope:recipient = { has_title = title:d_sunni }
#							struggle:persian_struggle = { has_struggle_phase_parameter = cheaper_incursions_vs_caliph }
#						}
#						divide = 2
#					}
#				}
#				start_war = {
#					casus_belli = fp3_turkic_invasion_cb
#					target = scope:recipient
#					target_title = scope:invasion_target_title.duchy
#				}
#				custom_tooltip = fp3_turkic_invasion_cb_result_tt
#				if = {
#					limit = {
#						scope:financial_support = yes
#					}
#					trigger_event = fp3_misc_decisions.0006
#					if = {
#						limit = {
#							has_mpo_dlc_trigger = yes
#						}
#						show_as_tooltip = {
#							spawn_army = {
#								men_at_arms = {
#									type = horse_archers
#									stacks = fp3_request_invasion_troop_value_bonus_troops
#								}
#								men_at_arms = {
#									type = steppe_raiders
#									stacks = fp3_request_invasion_troop_value_bonus_troops
#								}
#								men_at_arms = {
#									type = light_horsemen
#									stacks = fp3_request_invasion_troop_value_bonus_troops
#								}
#								men_at_arms = {
#									type = nomadic_riders
#									stacks = fp3_request_invasion_troop_value_bonus_levy_nomads
#								}
#								location = capital_province
#								uses_supply = yes
#								inheritable = no
#								name = turkic_tribal_event_troops
#							}
#						}
#					}
#					else = {
#						show_as_tooltip = {
#							spawn_army = {
#								men_at_arms = {
#									type = horse_archers
#									stacks = fp3_request_invasion_troop_value_bonus_troops
#								}
#								men_at_arms = {
#									type = light_horsemen
#									stacks = fp3_request_invasion_troop_value_bonus_troops
#								}
#								levies = fp3_request_invasion_troop_value_bonus_levy_troops
#								location = capital_province
#								uses_supply = yes
#								inheritable = no
#								name = turkic_tribal_event_troops
#							}
#						}
#					}
#				}
#				if = {
#					limit = { scope:war_support = yes }
#					custom_tooltip = fp3_request_turkic_invasion_interaction_option_join_war_outcome_tooltip
#					trigger_event = fp3_misc_decisions.0005 
#				}
#			}
#			
#			scope:actor = {
#				hidden_effect = {
#					send_interface_toast = {
#						type = event_toast_effect_good
#						title = fp3_request_turkic_invasion_interaction_accept_notification.t
#						left_icon = scope:secondary_recipient
#						right_icon = scope:recipient
#	
#						show_as_tooltip = {
#							custom_tooltip = fp3_request_turkic_invasion_interaction_accept_notification.desc
#						}
#					}
#				}
#				if = {
#					limit = {
#						top_participant_group:dynastic_cycle ?= {
#							participant_group_type = expansion_movement
#						}
#					}
#					add_secret = {
#						target = scope:recipient
#						type = secret_request_incursion
#					}
#					scope:secondary_recipient = {
#						add_secret = {
#							target = scope:recipient
#							type = secret_request_incursion
#						}
#					}
#				}
#			}
#			
#			scope:recipient = {
#				add_character_flag = {
#					flag = incursion_ai_pacing
#					years = 5
#				}
#				hidden_effect = {
#					send_interface_toast = {
#						type = event_toast_effect_bad
#						title = fp3_request_turkic_invasion_interaction_accept_notification.t
#						left_icon = scope:secondary_recipient
#						right_icon = scope:actor
#	
#						show_as_tooltip = {
#							custom_tooltip = fp3_request_turkic_invasion_interaction_accept_target_notification.desc
#						}
#					}
#				}
#			}
#		}
#	}
#
#	use_diplomatic_range = yes
#
#	ai_accept = {
#		base = 0
#
#		# Relationships: actor -> recipient / We avoid more relationship checks for balance reasons (and because important decisions tend to care little for relationships)
#		modifier = { # Rivalry modifier.
#			desc = offer_vassalization_interaction_aibehavior_rival_tt_2
#			trigger = {
#				scope:secondary_recipient = {
#					has_relation_rival = scope:actor
#					NOT = { has_relation_nemesis = scope:actor }
#				}
#			}
#			add = -10
#		}
#		modifier = { # Nemesis modifier.
#			desc = offer_vassalization_interaction_aibehavior_nemesis_tt_2
#			trigger = {
#				scope:secondary_recipient = {
#					has_relation_nemesis = scope:actor
#				}
#			}
#			add = -100
#		}
#		modifier = { # Same Dynasty modifier.
#			desc = offer_vassalization_interaction_aibehavior_dynasty_tt_2
#			trigger = {
#				scope:secondary_recipient = {
#					dynasty = scope:actor.dynasty
#				}
#			}
#			add = 10
#		}
#
#		# Compare Opinion modifier
#		opinion_modifier = {
#			who = scope:secondary_recipient
#			opinion_target = scope:actor
#			multiplier = 0.25
#		}
#
#		# Pledged to help in invasion
#		modifier = {
#			add = {
#				value = scope:actor.max_military_strength
#				divide = 70
#				round = yes
#			}
#			desc = HAS_YOUR_SUPPORT_REASON
#			scope:war_support = yes
#		}
#
#		# Relative power (taken from PT interaction)
#		modifier = { # A lot less levies than scope:secondary_recipient
#			add = -100
#			scope:secondary_recipient.max_military_strength <= scope:recipient.purchase_truce_interaction_recipient_far_weaker_value
#			desc = fp3_RTI_AI_RECIPIENT_IS_MUCH_WEAKER
#		}
#		modifier = { # Few less levies than scope:secondary_recipient
#			add = -75
#			scope:secondary_recipient.max_military_strength > scope:recipient.purchase_truce_interaction_recipient_far_weaker_value
#			scope:secondary_recipient.max_military_strength <= scope:recipient.purchase_truce_interaction_recipient_somewhat_weaker_value
#			desc = fp3_RTI_AI_RECIPIENT_IS_SOMEWHAT_WEAKER
#		}
#		modifier = { # Roughly equal levies with scope:secondary_recipient
#			add = 10
#			scope:secondary_recipient.max_military_strength > scope:recipient.purchase_truce_interaction_recipient_somewhat_weaker_value
#			scope:secondary_recipient.max_military_strength <= scope:recipient.purchase_truce_interaction_recipient_somewhat_stronger_value
#			desc = fp3_RTI_AI_RECIPIENT_IS_ROUGHLY_EQUAL
#		}
#		modifier = { # More levies than scope:secondary_recipient
#			add = 50
#			scope:secondary_recipient.max_military_strength > scope:recipient.purchase_truce_interaction_recipient_somewhat_stronger_value
#			scope:secondary_recipient.max_military_strength <= scope:recipient.purchase_truce_interaction_recipient_far_stronger_value
#			desc = fp3_RTI_AI_RECIPIENT_IS_SOMEWHAT_STRONGER
#		}
#		modifier = { # Many more levies than scope:secondary_recipient
#			add = 75
#			scope:secondary_recipient.max_military_strength > scope:recipient.purchase_truce_interaction_recipient_far_stronger_value
#			desc = fp3_RTI_AI_RECIPIENT_IS_MUCH_STRONGER
#		}
#
#		# AI who are in debt will take whatever windfalls they can.
#		modifier = {
#			add = {
#				value = scope:secondary_recipient.debt_level
#				add = 1 # Our first level is 0, so we add one to always get a positive number.
#				multiply = 10
#			}
#			debt_level >= 0
#			desc = PT_AI_IS_IN_DEBT
#		}
#
#		# Pacifist AI don't like raiding
#		modifier = {
#			add = -25
#			scope:secondary_recipient.faith = { has_doctrine_parameter = pacifist }
#			desc = PT_AI_IS_PACIFIST_FAITH_2
#		}
#		modifier = {
#			add = -25
#			scope:secondary_recipient.culture = { has_cultural_parameter = reduced_cost_for_conversion_to_pacifist_faith }
#			desc = PT_AI_IS_PACIFIST_CULTURE_2
#		}
#		# Distance
#		modifier = {
#			add = -25
#			"scope:secondary_recipient.capital_province.squared_distance(scope:recipient.capital_province)" >= squared_distance_medium
#			"scope:secondary_recipient.capital_province.squared_distance(scope:recipient.capital_province)" < squared_distance_almost_massive
#			desc = PT_AI_IS_FAR_AWAY
#		}
#		modifier = {
#			add = -75
#			"scope:secondary_recipient.capital_province.squared_distance(scope:recipient.capital_province)" >= squared_distance_almost_massive
#			desc = PT_AI_IS_VERY_FAR_AWAY
#		}
#		modifier = {
#			add = 20
#			exists = scope:actor.var:movement_power
#			scope:actor.var:movement_power >= very_high_movement_power_value
#			desc = ACTOR_HIGH_MOVEMENT_POWER
#		}
#
#		# Offered proportional gold
#		modifier = {
#			add = 85
#			scope:financial_support = yes
#			desc = GOLD_REASON
#		}
#
#		# AI value mod
#		ai_value_modifier = {
#			ai_greed = 0.5
#			ai_boldness = 0.25
#			min = 0
#			max = 25
#		}
#	}
#	can_send_despite_rejection = no
#	ai_frequency_by_tier = {
#		barony = 0
#		county = 72
#		duchy = 72
#		kingdom = 36
#		empire = 24
#		hegemony = 24
#	}
#	ai_targets = {
#		ai_recipients = neighboring_rulers
#		ai_recipients = liege
#	}
#	ai_will_do = {
#		base = 0
#
#		modifier = {
#			add = 50
#			scope:recipient = {
#				has_trait = fp3_struggle_supporter
#				scope:recipient.max_military_strength >= scope:actor.max_military_strength
#			}
#		}
#
#		modifier = {
#			add = 50
#			title:d_sunni.holder ?= scope:recipient
#		}
#
#		modifier = {
#			add = 100
#			scope:recipient = {
#				has_relation_rival = scope:actor
#			}
#		}
#
#		modifier = {
#			factor = 0.1
#			scope:actor.liege ?= scope:recipient
#		}
#
#		modifier = {
#			factor = 0
#			scope:recipient = {
#				has_character_flag = incursion_ai_pacing
#			}
#		}
#
#		modifier = {
#			factor = 0
#			scope:recipient = {
#				is_at_war = yes
#				is_ai = no
#			}
#		}
#
#		modifier = {
#			factor = 0
#			scope:recipient = {
#				is_ai = no
#				is_liege_or_above_of = scope:actor
#			}
#		}
#
#		modifier = {
#			factor = 0
#			scope:recipient = {
#				OR = {
#					has_relation_friend = scope:actor
#					has_relation_lover = scope:actor
#					opinion = {
#						target = scope:actor
#						value >= 45
#					}
#				}
#			}
#		}
#	}
#}
#
####################################
## Challenge House Head
## By Hugo Cortell
## Reworked by Joe Parkin
####################################
#fp3_challenge_house_head_interaction = {
#	icon = house_unity_sword
#	category = interaction_category_hostile
#	common_interaction = no
#	ai_min_reply_days = 4
#	ai_max_reply_days = 9
#	popup_on_receive = yes
#	pause_on_receive = yes
#	use_diplomatic_range = no
#
#	interface_priority = 107
#
#	desc = fp3_challenge_house_head_interaction_desc
#
#	notification_text = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:diplomacy = yes }
#				desc = fp3_challenge_house_head_interaction_notification_diplomacy
#			}
#			desc = fp3_challenge_house_head_interaction_notification
#		}
#	}
#	
#	greeting = positive
#
#	ai_maybe = yes
#	
#	cooldown_against_recipient = { years = 10 }
#
#	is_available = {
#		OR = {
#			government_has_flag = government_is_clan
#			government_is_japanese_trigger = yes
#		}
#		trigger_if = {
#			limit = { is_ai = yes }
#			is_house_head = no
#			is_physically_able = yes
#		}
#	}
#
#	is_shown = {
#		has_fp3_dlc_trigger = yes
#		scope:actor = {
#			this != scope:recipient
#			house ?= {
#				house_head ?= scope:recipient
#				OR = {
#					has_house_unity_parameter = unity_can_challenge_house_head
#					house_head ?= { government_is_japanese_trigger = yes }
#					scope:actor = {
#						any_character_struggle = { has_struggle_phase_parameter = unlocks_challenge_house_head_for_clans }
#					}
#				}
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		scope:actor = {
#			is_at_war = no
#			is_available_adult = yes
#		}
#		scope:recipient = {
#			is_at_war = no
#			is_available_adult = yes
#			# Stop challenges from barons and counts against kings
#			custom_tooltip = {
#				text = fp3_challenge_house_head_interaction_tier_tt
#				tier_difference = {
#					target = scope:actor
#					value <= 1
#				}
#			}
#			# Give some respite after a recent challenge
#			custom_tooltip = {
#				text = fp3_challenge_house_head_interaction_recent_tt
#				NOT = { has_character_flag = fp3_challenge_house_head_recent_flag }
#			}
#			tgp_is_ceremonial_liege_trigger = no
#		}
#	}
#	
#	auto_accept = {
#		trigger_if = {
#			limit = {
#				scope:recipient = { is_ruler = no }
#			}
#			scope:recipient = { is_ruler = no }
#		}
#		trigger_else_if = {
#			limit = { scope:hook = yes }
#			custom_description = {
#				text = "spending_hook"
#				subject = scope:actor
#				object = scope:recipient
#				scope:hook = yes
#			}
#		}
#		trigger_else_if = {
#			limit = {
#				scope:recipient = { is_vassal_or_below_of = scope:actor }
#			}
#			scope:recipient = { is_vassal_or_below_of = scope:actor }
#		}
#		trigger_else_if = {
#			limit = {
#				scope:actor = { is_heir_of = scope:recipient }
#			}
#			custom_tooltip = {
#				text = fp3_challenge_house_head_interaction_heir_bonus_desc
#				scope:actor = { is_heir_of = scope:recipient }
#			}
#		}
#		trigger_else = { always = no }
#	}
#	
#	can_send = {
#		scope:actor = {
#			# Do not allow house heads who accepted a challenge to ping pong back and forth
#			custom_tooltip = {
#				text = fp3_challenge_house_head_interaction_accepted_tt
#				NOT = { has_character_flag = accepted_house_head_challenge_flag }
#			}
#		}
#		scope:recipient = {
#			# Do not allow multiple challenges at the same time
#			custom_tooltip = {
#				text = fp3_challenge_house_head_interaction_ongoing_tt
#				NOT = { has_character_flag = ongoing_house_head_challenge_flag }
#			}
#		}
#	}
#
#	on_send = {
#		scope:recipient = {
#			add_character_flag = { # stop multiple challenges at same time
#				flag = ongoing_house_head_challenge_flag
#				months = 1
#			}
#			add_character_flag = { # stop AI constantly challenging players
#				flag = ai_cooldown_house_head_challenge_flag
#				years = 5
#			}
#		}
#	}
#
#	on_accept = {
#		scope:recipient = { save_scope_as = house_head }
#		if = {
#			limit = {
#				OR = {
#					scope:recipient = { is_vassal_or_below_of = scope:actor }
#					scope:recipient = { is_ruler = no }
#				}
#			}
#			scope:actor.house = { set_house_head = scope:actor }
#		}
#		else = {
#			scope:actor = {
#				save_scope_as = house_challenger
#				if = { # Hook consumption
#					limit = { scope:hook = yes }
#					use_hook = scope:house_head
#				}
#				if = {
#					limit = { scope:diplomacy = yes }
#					custom_tooltip = fp3_challenge_house_head_interaction_tooltip_actor.diplomacy
#					trigger_event = fp3_misc_decisions.0026
#					scope:house_head = { custom_tooltip = fp3_challenge_house_head_interaction_tooltip_recipient.diplomacy }
#					house = {
#						add_clan_unity_interaction_effect = {
#							CHARACTER = scope:house_challenger
#							TARGET = scope:house_head
#							VALUE = minor_unity_loss
#							DESC = clan_unity_challenged_to_duel.desc
#							REVERSE_NON_HOUSE_TARGET = yes
#						}
#					}
#				}
#				else = {
#					if = {
#						limit = { scope:lethal = no }
#						custom_tooltip = fp3_challenge_house_head_interaction_tooltip_actor.a
#						scope:house_head = { custom_tooltip = fp3_challenge_house_head_interaction_tooltip_recipient.b }
#						house = {
#							add_clan_unity_interaction_effect = {
#								CHARACTER = scope:house_challenger
#								TARGET = scope:house_head
#								VALUE = minor_unity_loss
#								DESC = clan_unity_challenged_to_duel.desc
#								REVERSE_NON_HOUSE_TARGET = yes
#							}
#						}
#					} 
#					else = {
#						custom_tooltip = fp3_challenge_house_head_interaction_tooltip_actor.a.lethal
#						scope:house_head = { custom_tooltip = fp3_challenge_house_head_interaction_tooltip_recipient.b.lethal }
#						house = {
#							add_clan_unity_interaction_effect = {
#								CHARACTER = scope:house_challenger
#								TARGET = scope:house_head
#								VALUE = major_unity_loss
#								DESC = clan_unity_challenged_to_duel.desc
#								REVERSE_NON_HOUSE_TARGET = yes
#							}
#						}
#					}
#					# Admin Japanese can duel, but it is frowned upon
#					scope:actor = {
#						custom_description_no_bullet = {
#							text = challenge_house_head_japanese_admin
#						}
#						if = {
#							limit = {
#								government_is_japanese_trigger = yes
#								tgp_soryo_or_bushido_trigger = no
#							}
#							if = {
#								limit = { scope:lethal = no }
#								add_prestige = medium_prestige_loss
#							}
#							else = {
#								add_prestige = major_prestige_loss
#								add_prestige_level = -1
#							}
#						}
#					}
#					trigger_event = fp3_misc_decisions.0022
#				}
#			}
#			if = {
#				limit = { scope:diplomacy = no }
#				if = {
#					limit = { scope:lethal = no }
#					custom_tooltip = fp3_challenge_house_head_interaction_duel_tooltip_warning
#				}
#				else = { custom_tooltip = fp3_challenge_house_head_interaction_duel_tooltip_warning_lethal }
#			}
#		}
#	}
#
#	on_decline = { # Get letter of rejection, to further escalate the situation if the player wills it
#		scope:actor = { trigger_event = fp3_misc_decisions.0025 }
#		scope:recipient = {
#			add_prestige = major_prestige_loss
#			remove_character_flag = ongoing_house_head_challenge_flag
#		}
#	}
#
#	send_option = {
#		flag = diplomacy
#		localization = CHALLENGE_HOUSE_HEAD_DIPLOMACY_DUEL
#		starts_enabled = {
#			scope:actor = { tgp_soryo_or_bushido_trigger = no }
#		}
#		is_valid = {
#			custom_tooltip = {
#				text = CHALLENGE_HOUSE_HEAD_LETHAL_DUEL_INVALID_TT
#				NOT = { scope:lethal = yes }
#			}
#		}
#	}
#	send_option = {
#		flag = lethal
#		localization = CHALLENGE_HOUSE_HEAD_LETHAL_DUEL
#		is_valid = {
#			scope:actor = {
#				has_relation_rival = scope:recipient
#				trigger_if = {
#					limit = { government_is_japanese_trigger = yes }
#					tgp_soryo_or_bushido_trigger = yes
#					scope:recipient = { tgp_soryo_or_bushido_trigger = yes }
#				}
#			}
#			custom_tooltip = {
#				text = CHALLENGE_HOUSE_HEAD_LETHAL_DUEL_INVALID_TT
#				NOT = { scope:diplomacy = yes }
#			}
#		}
#	}
#	send_option = {
#		flag = hook
#		localization = GENERIC_SPEND_A_HOOK
#		is_valid = {
#			scope:actor = { has_usable_hook = scope:recipient }
#		}
#	}
#	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
#
#	# AI
#	ai_accept = {
#		base = 25
#		modifier = {
#			add = -50
#			scope:lethal = yes
#			desc = AI_AVOID_LETHAL_DUEL
#		}
#		modifier = {
#			add = 15
#			scope:recipient = { has_trait = ambitious }
#			desc = INTERACTION_AMBITIOUS
#		}
#		modifier = {
#			add = 25
#			scope:recipient = { has_trait = brave }
#			desc = INTERACTION_BRAVE
#		}
#		modifier = {
#			add = {
#				value = -25
#				if = {
#					limit = { scope:lethal = yes }
#					multiply = 2
#				}
#			}
#			scope:recipient = { has_trait = craven }
#			desc = INTERACTION_CRAVEN
#		}
#		modifier = {
#			scope:recipient.ai_greed != 0
#			add = { # Greedy people won't risk a position of power, even if their prestige suffers
#				value = scope:recipient.ai_greed
#				multiply = -1
#				max = 35
#				min = -35
#			}
#			desc = AI_VALUE_MODIFIER_GREED
#		}
#		modifier = {
#			scope:recipient.ai_honor != 0
#			add = {
#				value = scope:recipient.ai_honor
#				max = 75
#				min = -35
#			}
#			desc = AI_VALUE_MODIFIER_HONOR
#		}
#		modifier = {
#			scope:recipient.ai_energy != 0
#			add = {
#				value = scope:recipient.ai_energy
#				max = 10
#				min = -10
#			}
#			desc = AI_VALUE_MODIFIER_ENERGY
#		}
#		modifier = {
#			NOT = { scope:diplomacy = yes }
#			add = {
#				value = scope:recipient.prowess
#				subtract = scope:actor.prowess
#				multiply = 2
#			}
#			desc = CTSC_RELATIVE_PROWESS
#		}
#		modifier = {
#			scope:lethal = yes
#			scope:recipient = {
#				OR = {
#					is_parent_of = scope:actor
#					is_child_of = scope:actor
#				}
#				NOT = { has_relation_rival = scope:actor }
#			}
#			factor = 0.5
#			desc = AI_AVOID_LETHAL_DUEL_WITH_FAMILY
#		}
#		modifier = {
#			NOT = { scope:diplomacy = yes }
#			scope:recipient = {
#				government_is_japanese_trigger = yes
#				tgp_soryo_or_bushido_trigger = no
#			}
#			factor = 0.5
#			desc = AI_NOT_SORYO_OR_BUSHIDO
#		}
#		opinion_modifier = {
#			opinion_target = scope:actor
#			multiplier = 0.5
#		}
#	}
#	
#	ai_frequency_by_tier = {
#		barony = 0
#		county = 36
#		duchy = 24
#		kingdom = 6
#		empire = 1
#		hegemony = 1
#	}
#	
#	ai_target_quick_trigger = {
#		adult = yes
#	}
#	
#	ai_targets = {
#		ai_recipients = dynasty
#		ai_recipients = family
#		max = 10
#	}
#
#	ai_targets = {
#		ai_recipients = liege
#		ai_recipients = head_of_faith
#		ai_recipients = hooked_characters
#		ai_recipients = scripted_relations
#	}
#
#	ai_targets = {
#		ai_recipients = peer_vassals
#		ai_recipients = vassals
#		ai_recipients = neighboring_rulers
#		max = 30
#	}
#	
#	ai_will_do = {
#		base = 5
#		# Base requirements for AI
#		modifier = { 
#			add = -1000
#			AND = {
#				NOT = {
#					scope:recipient = { is_vassal_or_below_of = scope:actor }
#				}
#				OR = {
#					AND = {
#						top_liege = this
#						highest_held_title_tier >= scope:recipient.highest_held_title_tier
#					}
#					is_powerful_vassal = yes
#					is_close_or_extended_family_of = scope:recipient
#					opinion = {
#						target = scope:recipient
#						value >= 25
#					}
#				}
#			}
#		}
#		# Tiers
#		modifier = {
#			add = 10
#			piety_level >= scope:recipient.piety_level
#		}
#		modifier = {
#			add = 10
#			prestige_level >= scope:recipient.prestige_level
#		}
#		modifier = {
#			add = 10
#			highest_held_title_tier >= scope:recipient.highest_held_title_tier
#		}
#		# Traits
#		modifier = {
#			add = 30
#			has_trait = ambitious
#		}
#		modifier = {
#			add = 30
#			has_trait = brave
#		}
#		modifier = {
#			add = -30
#			has_trait = craven
#		}
#		# Dread
#		modifier = {
#			add = -25
#			has_dread_level_towards = {
#				target = scope:recipient
#				level >= 1
#			}
#		}
#		modifier = {
#			add = -25
#			has_dread_level_towards = {
#				target = scope:recipient
#				level >= 2
#			}
#		}
#		# Personality
#		modifier = {
#			ai_boldness > 0
#			add = {
#				value = ai_boldness
#				divide = 2
#				min = 1
#			}
#		}
#		modifier = {
#			ai_greed >= 50
#			add = {
#				value = ai_greed
#				divide = 2
#			}
#		}
#		modifier = {
#			ai_sociability = 100
#			add = 10
#		}
#		# Higher in stature
#		modifier = {
#			is_independent_ruler = yes
#			scope:recipient = { is_independent_ruler = no }
#			add = 1000
#		}
#		modifier = {
#			highest_held_title_tier > scope:recipient.highest_held_title_tier
#			scope:recipient = { is_independent_ruler = no }
#			add = {
#				value = highest_held_title_tier
#				add = scope:recipient.highest_held_title_tier
#				multiply = 10
#			}
#		}
#		modifier = {
#			scope:recipient = { is_vassal_or_below_of = scope:actor }
#			add = 500
#		}
#		# Remove non dominant gender
#		modifier = {
#			scope:actor = { is_faith_dominant_gender = yes }
#			scope:recipient = { is_faith_dominant_gender = no }
#			factor = 2
#		}
#		# Stop AI constantly challenging players
#		modifier = { 
#			scope:recipient = { has_character_flag = ai_cooldown_house_head_challenge_flag }
#			factor = 0
#		}
#		# Stop AI game-overing players
#		modifier = { 
#			scope:recipient = {
#				trigger_if = {
#					limit = { is_ai = no }
#					is_landed = no
#					any_held_title = { is_noble_family_title = yes }
#				}
#			}
#			factor = 0
#		}
#	}
#}
#
#
####################################
## Change struggle allegiance
####################################
#fp3_change_allegiance = {
#	interface_priority = 30
#	category = interaction_category_diplomacy
#	common_interaction = yes
#	desc = {
#		first_valid = {
#			# Become a supporter.
#			triggered_desc = {
#				trigger = {
#					scope:actor = { has_trait = fp3_struggle_supporter }
#				}
#				desc = fp3_change_allegiance.desc.actor_is_supporter
#			}
#			# Become a detractor.
#			triggered_desc = {
#				trigger = {
#					scope:actor = { has_trait = fp3_struggle_detractor }
#				}
#				desc = fp3_change_allegiance.desc.actor_is_detractor
#			}
#			desc = fp3_change_allegiance.desc.fallback
#		}
#	}
#	icon = change_allegiance
#
#	greeting = positive
#	notification_text = fp3_change_allegiance_notification
#
#	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
#
#	ai_maybe = yes
#
#	is_available = {
#		any_character_struggle = { is_struggle_type = persian_struggle }
#		trigger_if = {
#			limit = { is_ai = yes }
#			OR = {
#				has_trait = fp3_struggle_detractor
#				has_trait = fp3_struggle_supporter
#			}
#			primary_title.tier >= tier_duchy
#		}
#	}
#
#	is_shown = {
#		has_fp3_dlc_trigger = yes
#		# There has to be a caliph around to sway on.
#		## Arguably narratively not, but mechanically, everything will break if we don't.
#		exists = title:d_sunni.holder
#		scope:recipient != scope:actor
#		scope:actor = {
#			OR = {
#				# Detractors are made from supporters.
#				AND = {
#					has_trait = fp3_struggle_detractor
#					scope:recipient = { has_trait = fp3_struggle_supporter }
#				}
#				# Supporters are made from detractors.
#				AND = {
#					has_trait = fp3_struggle_supporter
#					scope:recipient = { has_trait = fp3_struggle_detractor }
#				}
#				# Neutrals can be asked either way, should they exist.
#				AND = {
#					OR = {
#						has_trait = fp3_struggle_detractor
#						has_trait = fp3_struggle_supporter
#					}
#					scope:recipient = {
#						NOR = {
#							has_trait = fp3_struggle_detractor
#							has_trait = fp3_struggle_supporter
#						}
#					}
#				}
#			}
#		}
#		scope:recipient = {
#			any_character_struggle = { is_struggle_type = persian_struggle }
#			# You cannot ask the Caliph!
#			NOT = { this = title:d_sunni.holder }
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		scope:recipient = {
#			# We want to disable some stuff for supporters who can't be persuaded away from the caliph.
#			trigger_if = {
#				limit = { has_trait = fp3_struggle_supporter }
#				# Can't be allied to the caliph.
#				NOT = { is_allied_to = title:d_sunni.holder }
#				# Can't be strong hooked _by_ the caliph.
#				NOT = {
#					title:d_sunni.holder = { has_strong_hook = prev }
#				}
#				# Can't have only recently changed to become a supporter.
#				custom_tooltip = {
#					text = fp3_change_allegiance.tt.recently_voluntarily_became_supporter
#					OR = {
#						NOT = { has_variable = last_explicit_friday_prayer_caliph }
#						NOT = { var:last_explicit_friday_prayer_caliph = title:d_sunni.holder }
#					}
#				}
#			}
#			# Likewise, some circumstances can force them to stay as a detractor.
#			trigger_if = {
#				limit = { has_trait = fp3_struggle_detractor }
#				# Can't have only recently changed to become a detractor.
#				custom_tooltip = {
#					text = fp3_change_allegiance.tt.recently_voluntarily_became_detractor
#					OR = {
#						NOT = { has_variable = last_explicit_friday_prayer_caliph }
#						NOT = { var:last_explicit_friday_prayer_caliph = title:d_sunni.holder }
#					}
#				}
#				# Can't have been forced into becoming a detractor by the caliph overstepping.
#				custom_tooltip = {
#					text = fp3_change_allegiance.tt.recently_forced_to_detractor
#					OR = {
#						NOT = { has_variable = last_explicit_defied_caliph }
#						NOT = { var:last_explicit_defied_caliph = title:d_sunni.holder }
#					}
#				}
#			}
#			# Plus some general stuff.
#			is_at_war = no
#			# Can't have recently been convinced to change their minds.
#			custom_tooltip = {
#				text = fp3_change_allegiance.tt.recently_changed_mind
#				NOT = { has_character_flag = fp3_change_allegiance_recipient_cooldown }
#			}
#			custom_tooltip = {
#				text = fp3_change_allegiance.tt.recently_refused
#				NOT = { has_character_flag = fp3_change_allegiance_refused_cooldown }
#			}
#			# They must be an orthodox Sunni.
#			custom_tooltip = {
#				text = fp3_change_allegiance.tt.hof_is_d_sunni
#				faith.religious_head ?= title:d_sunni.holder
#			}
#		}
#		scope:actor = { is_available_adult = yes }
#	}
#
#	auto_accept = {
#		custom_description = {
#			text = "spending_hook"
#			subject = scope:actor
#			object = scope:recipient
#			scope:hook = yes
#		}
#	}
#
#	ai_accept = {
#		base = 0
#
#		# Those who already have a stance are more set in their ways.
#		## Detractors
#		modifier = {
#			add = -25
#			scope:actor = { has_trait = fp3_struggle_supporter }
#			scope:recipient = { has_trait = fp3_struggle_detractor }
#			desc = INTERACTION_DETRACTOR
#		}
#		## Supporters
#		modifier = {
#			add = -25
#			scope:actor = { has_trait = fp3_struggle_detractor }
#			scope:recipient = { has_trait = fp3_struggle_supporter }
#			desc = INTERACTION_SUPPORTER
#		}
#
#		# Opinions
#		## Opinion of you
#		opinion_modifier = {
#			who = scope:recipient
#			opinion_target = scope:actor
#			multiplier = {
#				value = 1
#				# Despawn this if you're not the caliph.
#				if = {
#					limit = { scope:actor = title:d_sunni.holder }
#					multiply = 0
#				}
#			}
#		}
#		## Opinion of the caliph
#		opinion_modifier = {
#			who = scope:recipient
#			opinion_target = title:d_sunni.holder
#			multiplier = {
#				value = 0.5
#				# If you're the caliph, you can take the full amount.
#				if = {
#					limit = { scope:actor = title:d_sunni.holder }
#					add = 0.5
#				}
#			}
#		}
#		# Traits.
#		## Become supporter.
#		### ++ Zealous.
#		modifier = {
#			add = 25
#			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_ZEALOUS
#			scope:actor = { has_trait = fp3_struggle_supporter }
#			scope:recipient = { has_trait = zealous }
#		}
#		## Become detractor.
#		### -- Cynical.
#		modifier = {
#			add = 25
#			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_CYNICAL
#			scope:actor = { has_trait = fp3_struggle_detractor }
#			scope:recipient = { has_trait = cynical }
#		}
#		## Neutral.
#		### ++ Fickle.
#		modifier = {
#			add = 25
#			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_FICKLE
#			scope:recipient = { has_trait = fickle }
#		}
#		### + Disloyal.
#		modifier = {
#			add = 15
#			desc = HAS_LOYAL_TRAIT
#			scope:recipient = { has_trait = disloyal }
#		}
#		### - Loyal.
#		modifier = {
#			add = 15
#			desc = HAS_DISLOYAL_TRAIT
#			scope:recipient = { has_trait = loyal }
#		}
#		### -- Stubborn.
#		modifier = {
#			add = 25
#			desc = ASK_FOR_CONVERSION_RECIPIENT_IS_STUBBORN
#			scope:recipient = { has_trait = stubborn }
#		}
#		# Diplomacy
#		## Scope:actor's for convincing
#		modifier = {
#			add = {
#				value = scope:actor.diplomacy
#				multiply = 5
#			}
#			desc = INTERACTION_DIPLOMACY_ACTOR
#		}
#		## Scope:recipient's for resisting
#		modifier = {
#			add = {
#				value = scope:recipient.diplomacy
#				multiply = -3
#			}
#			desc = INTERACTION_DIPLOMACY_RECIPIENT
#		}
#	}
#
#	cost = {
#		prestige = medium_prestige_value
#	}
#
#	# Use hook
#	send_option = {
#		flag = hook
#		is_valid = {
#			scope:actor = {
#				has_usable_hook = scope:recipient
#			}
#		}
#		localization = GENERIC_SPEND_A_HOOK
#	}
#
#	on_accept = {
#		# Use our hook if we have to.
#		if = {
#			limit = { always = scope:hook }
#			scope:actor = {
#				use_hook = scope:recipient
#			}
#		}
#		# If we're a clan this interaction affects unity
#		add_clan_unity_interaction_effect = {
#			CHARACTER = scope:actor
#			TARGET = scope:recipient
#			VALUE = medium_unity_gain
#			DESC = clan_unity_changed_alignment.desc
#			REVERSE_NON_HOUSE_TARGET = no
#		}
#		# Run the actual effects.
#		scope:actor = {
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = recipient_joined_your_side_title
#				left_icon = scope:recipient
#
#				scope:recipient = {
#					if = {
#						limit = { scope:actor = { has_trait = fp3_struggle_detractor } }
#						if = {
#							limit = { has_trait = fp3_struggle_supporter }
#							remove_trait = fp3_struggle_supporter
#						}
#						add_trait_force_tooltip = fp3_struggle_detractor
#
#						# Catalyst
#						hidden_effect = {
#							if = {
#								limit = {
#									scope:actor = {
#										any_character_struggle	 = {
#											involvement = involved
#											phase_has_catalyst = catalyst_turn_supporter_into_detractor
#										}
#									}
#								}
#								every_character_struggle = {
#									involvement = involved
#									activate_struggle_catalyst = {
#										catalyst = catalyst_turn_supporter_into_detractor
#										character = scope:actor
#									}
#									log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_turn_supporter_into_detractor }
#								}
#							}
#						}
#					}
#					else = {
#						if = {
#							limit = { has_trait = fp3_struggle_detractor }
#							remove_trait = fp3_struggle_detractor
#						}
#						add_trait_force_tooltip = fp3_struggle_supporter
#
#						# Catalyst
#						hidden_effect = {
#							if = {
#								limit = {
#									scope:actor = {
#										any_character_struggle	 = {
#											involvement = involved
#											phase_has_catalyst = catalyst_turn_detractor_into_supporter
#										}
#									}
#								}
#								every_character_struggle = {
#									involvement = involved
#									activate_struggle_catalyst = {
#										catalyst = catalyst_turn_detractor_into_supporter
#										character = scope:actor
#									}
#									log_debug_variable_for_persian_struggle_effect = { VAR = stabil_catalyst_turn_detractor_into_supporter }
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#		# Aaaaand flag scope:recipient as on cooldown for a while.
#		scope:recipient = {
#			set_variable = {
#				name = fp3_change_allegiance_recipient_cooldown
#				years = 20
#			}
#		}
#	}
#
#	on_decline = {
#		add_clan_unity_interaction_effect = {
#			CHARACTER = scope:actor
#			TARGET = scope:recipient
#			VALUE = medium_unity_loss
#			DESC = clan_unity_refused_alignment.desc
#			REVERSE_NON_HOUSE_TARGET = no
#		}
#		scope:actor = {
#			if = {
#				limit = {
#					scope:actor = { has_trait = fp3_struggle_detractor }
#				}
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = recipient_refused_to_join_your_side_title
#					left_icon = scope:recipient
#					progress_towards_rival_effect = {
#						REASON = rival_rejected_switching_to_struggle_detractor
#						CHARACTER = scope:recipient
#						OPINION = default_rival_opinion
#					}
#				}
#			}
#			else = {
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = recipient_refused_to_join_your_side_title
#					left_icon = scope:recipient
#					progress_towards_rival_effect = {
#						REASON = rival_rejected_switching_to_struggle_supporter
#						CHARACTER = scope:recipient
#						OPINION = default_rival_opinion
#					}
#				}
#			}
#		}
#		scope:recipient = {
#			set_variable = {
#				name = fp3_change_allegiance_refused_cooldown
#				years = 20
#			}
#		}
#	}
#	ai_frequency_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	ai_targets = {
#		ai_recipients = liege
#		ai_recipients = neighboring_rulers
#		ai_recipients = peer_vassals
#		ai_recipients = vassals
#		ai_recipients = top_realm_domicile_owners
#		max = 10
#	}
#
#	ai_will_do = {
#		base = -50 # Let's limit it to specific character to avoid pure chaos
#
#		###############
#		## BASE
#		###############
#
#		# AI Values
#		## Detractors run off of lacking zeal
#		modifier = {
#			add = {
#				value = ai_zeal
#				multiply = -2
#			}
#			has_trait = fp3_struggle_detractor
#			ai_zeal <= -1
#		}
#		## Supporters run off of turbo-charged zeal
#		modifier = {
#			add = {
#				value = ai_zeal
#				multiply = 2
#			}
#			has_trait = fp3_struggle_supporter
#			ai_zeal >= 1
#		}
#
#		# The caliph wants to use this all the time.
#		modifier = {
#			has_title = title:d_sunni
#			add = 200
#		}
#		
#		###############
#		## TRAITS
#		###############
#
#		# schemer
#		modifier = {
#			add = 15
#			has_trait = schemer
#		}
#
#		# theologian
#		modifier = {
#			add = 25
#			has_trait = theologian
#		}
#
#		# intrigue education
#		modifier = {
#			add = 15
#			has_trait = education_intrigue
#		}
#
#		# learning education
#		modifier = {
#			add = 25
#			has_trait = education_learning
#		}
#
#		################
#		## RELATIONSHIP
#		################
#
#		# more likely to do it against friend and lover
#		modifier = {
#			add = 50
#			scope:recipient = {
#				OR = {
#					has_relation_friend = scope:actor
#					has_relation_lover = scope:actor
#					has_relation_soulmate = scope:actor
#					has_relation_best_friend = scope:actor
#				}
#			}
#		}
#
#		# boost against liege for Ambitious
#		modifier = {
#			add = 50
#			scope:actor = {
#				has_trait = ambitious
#				is_vassal_of = scope:recipient
#			}
#		}
#
#		# never target your rivals
#		modifier = {
#			add = -1000
#			scope:recipient = {
#				OR = {
#					has_relation_rival = scope:actor
#					has_relation_nemesis = scope:actor
#				}
#			}
#		}
#
#		################
#		## STRUGGLE
#		################
#
#		modifier = {
#			add = 100
#			OR = {
#				AND = {
#					scope:recipient = { has_trait = fp3_struggle_supporter }
#					scope:actor = {
#						has_trait = fp3_struggle_detractor
#						any_character_struggle = {
#							involvement = involved
#							phase_has_catalyst = catalyst_turn_supporter_into_detractor
#						}
#					}
#				}
#				AND = {
#					scope:recipient = { has_trait = fp3_struggle_detractor }
#					scope:actor = {
#						has_trait = fp3_struggle_supporter
#						any_character_struggle = {
#							involvement = involved
#							phase_has_catalyst = catalyst_turn_detractor_into_supporter
#						}
#					}
#				}
#			}
#		}
#	}
#}
#
#
####################################
## Request honorary titles
####################################
#fp3_request_honorary_titles_interaction = {
#	interface_priority = 30
#	category = interaction_category_religion
#	common_interaction = yes
#	desc = fp3_request_honorary_titles_interaction_desc
#	icon = honorary_titles
#
#	greeting = positive
#
#	auto_accept = yes
#
#	cooldown = { years = 10 }
#
#	cost = {
#		piety =  {
#			value = major_piety_value
#			if = {
#				limit = { # cheaper for the actual liege
#					scope:actor = {
#						any_vassal = {
#							any_held_title = {
#								this = title:d_sunni
#							}
#						}
#					}
#				}
#				subtract = medium_piety_value
#			}
#		}
#	}
#
#	is_available = {
#		trigger_if = {
#			limit = { is_ai = yes }
#			any_vassal = {
#				any_held_title = {
#					this = title:d_sunni
#				}
#			}
#		}
#	}
#
#	is_shown = {
#		fp3_reward_from_vassalization_ending = yes
#	}
#
#	is_valid = {
#		# honorary titles should be unique
#		custom_tooltip = {
#			text = one_of_the_title_is_available_tt
#			scope:actor = {
#				house ?= {
#					NAND = {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_intrigue_modifier
#						}
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_scholarship_modifier
#						}
#
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_stewardship_modifier
#						}
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_diplomacy_modifier
#						}
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_piety_modifier
#						}
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_prestige_modifier
#						}
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_martial_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = intrigue_option
#		localization = fp3_honorary_title_intrigue_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_intrigue_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = scholarship_option
#		localization = fp3_honorary_title_scholarship_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_scholarship_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = stewardship_option
#		localization = fp3_honorary_title_stewardship_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_stewardship_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = diplomacy_option
#		localization = fp3_honorary_title_diplomacy_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_diplomacy_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = piety_option
#		localization = fp3_honorary_title_piety_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_piety_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = prestige_option
#		localization = fp3_honorary_title_prestige_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_prestige_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = martial_option
#		localization = fp3_honorary_title_martial_modifier
#		is_valid = {
#			NOT = {
#				scope:actor = {
#					house ?= {
#						any_house_member = {
#				 			has_character_modifier = fp3_honorary_title_martial_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	on_accept = {
#		scope:actor = {
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = new_honorary_title_acquired_title
#				left_icon = scope:recipient
#
#				switch = {
#					trigger = yes
#					scope:intrigue_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_intrigue_modifier
#						}
#					}
#					scope:scholarship_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_scholarship_modifier
#						}
#					}
#					scope:stewardship_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_stewardship_modifier
#						}
#					}
#					scope:diplomacy_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_diplomacy_modifier
#						}
#					}
#					scope:piety_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_piety_modifier
#						}
#					}
#					scope:prestige_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_prestige_modifier
#						}
#					}
#					scope:martial_option = {
#						add_character_modifier = {
#							modifier = fp3_honorary_title_martial_modifier
#						}
#					}
#				}
#			}
#		}
#	}
#
#	ai_frequency_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 60
#		empire = 60
#		hegemony = 60
#	}
#
#	ai_targets = {
#		ai_recipients = vassals
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
#
####################################
## Request house unity interference
####################################
#fp3_request_house_unity_change_interaction = {
#	interface_priority = 30
#	category = interaction_category_religion
#	common_interaction = yes
#	desc = fp3_request_house_unity_change_interaction_desc
#	icon = unity_harmonious
#
#	greeting = positive
#
#
#	auto_accept = yes
#
#	cooldown = { years = 10 }
#
#	cost = {
#		piety = medium_piety_value
#	}
#
#	is_available = {
#		government_has_flag = government_is_clan
#		trigger_if = {
#			limit = { is_ai = yes }
#			any_vassal = {
#				any_held_title = {
#					this = title:d_sunni
#				}
#			}
#		}
#	}
#
#	is_shown = {
#		fp3_reward_from_vassalization_ending = yes
#	}
#
#	is_valid = {
#		# only valid for the actual liege
#		custom_tooltip = {
#			text = you_are_the_liege_of_the_caliph_tt
#			scope:actor = {
#				is_liege_or_above_of = scope:recipient
#			}
#			scope:recipient = {
#				any_held_title = {
#					this = title:d_sunni
#				}
#			}
#		}
#	}
#
#	send_option = {
#		flag = unity_gain
#		localization = INCREASE_HOUSE_UNITY
#		starts_enabled = { always = yes }
#	}
#
#	send_option = {
#		flag = unity_loss
#		localization = DECREASE_HOUSE_UNITY
#	}
#
#	on_accept = {
#		scope:recipient = { save_scope_as = unity_target }
#		scope:actor = {
#			save_scope_as = unity_character
#			house = {
#				add_unity_value = {
#					value = {
#						if = {
#							limit = { scope:unity_gain = yes }
#							add = medium_unity_gain
#						}
#						else_if = {
#							limit = { scope:unity_loss = yes }
#							add = medium_unity_loss
#						}
#					}
#					character = scope:actor
#					desc = clan_unity_caliph_interfered_with_unity.desc
#				}
#			}
#		}
#	}
#
#	ai_frequency_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 60
#		empire = 60
#		hegemony = 60
#	}
#
#	ai_targets = {
#		# For the AI, we limit it to neighboring_rulers
#		ai_recipients = vassals
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
