﻿### Recruit Terrain Specialist ###
recruit_terrain_specialist_decision = {
	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}
	picture = {
		trigger = {
			government_has_flag = government_is_nomadic
		}
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
	}
	picture = {
		trigger = {
			culture = { has_graphical_japanese_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/decisions/tgp_dominance.dds"
	}
	picture = {
		trigger = {
			culture = { has_graphical_east_asia_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/event_scenes/tgp_camp_asia.dds"
	}
	picture = {
		trigger = {
			culture = { has_graphical_india_culture_group_trigger = yes }
		}
		reference = "gfx/interface/illustrations/decisions/tgp_projects_mandala_capital.dds"
	}
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
	}
	sort_order = 10
	decision_group_type = courtier

	is_shown = {
		# You can hire at least one type of terrain expert
		OR = {
			culture ?= {
				OR = {
					has_cultural_parameter = can_recruit_mountain_specialist
					has_cultural_parameter = can_recruit_open_specialist
					has_cultural_parameter = can_recruit_dry_specialist
					has_cultural_parameter = can_recruit_hill_specialist
					has_cultural_parameter = can_recruit_jungle_specialist
					has_cultural_parameter = can_recruit_forest_specialist
					has_cultural_parameter = can_recruit_winter_specialist
					root = {
						has_trait = nomadic_philosophy
					}
				}
			}
			has_title = title:e_minister_grand_marshal
			has_title = title:e_minister_of_war
		}
		is_landless_adventurer = no
	}

	is_valid = {
		trigger_if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			domicile ?= {
				has_domicile_building_or_higher = character_warfare_yurt_03
			}
		}
	}

	is_valid_showing_failures_only = {
		is_imprisoned = no
	}

	desc = {
		random_valid = {
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_winter_specialist } }
				desc = recruit_winter_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_forest_specialist } }
				desc = recruit_forest_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } }
				desc = recruit_mountain_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_dry_specialist } }
				desc = recruit_dry_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_hill_specialist } }
				desc = recruit_hill_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } }
				desc = recruit_jungle_specialist_decision_desc
			}
			triggered_desc = {
				trigger = {
					OR = {
						culture = { has_cultural_parameter = can_recruit_open_specialist }
						has_trait = nomadic_philosophy
					}
				}
				desc = recruit_open_specialist_decision_desc
			}
			triggered_desc = {
				trigger = {
					NOR = {
						culture = { has_cultural_parameter = can_recruit_winter_specialist }
						culture = { has_cultural_parameter = can_recruit_forest_specialist }
						culture = { has_cultural_parameter = can_recruit_mountain_specialist }
						culture = { has_cultural_parameter = can_recruit_dry_specialist }
						culture = { has_cultural_parameter = can_recruit_hill_specialist }
						culture = { has_cultural_parameter = can_recruit_jungle_specialist }
						culture = { has_cultural_parameter = can_recruit_open_specialist }
						has_trait = nomadic_philosophy
					}
				}
				desc = recruit_terrain_specialist_decision_desc
			}
		}
	}

	cost = {
		gold = {
			value = minor_gold_value
		}
		prestige = {
			value = medium_prestige_value
		}
	}

	cooldown = { years = 5 }

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

		item = { # Winter Soldier
			value = recruit_winter_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_winter_specialist_decision_valid_tt
					OR = {
						culture = {
							has_cultural_parameter = can_recruit_winter_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_winter_specialist_decision
			localization = recruit_winter_specialist_decision
			icon = "gfx/interface/icons/traits/winter_soldier.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_winter_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = winter_soldier }
					multiply = 0
				}
			}
		} 
		item = { # Forest Fighter
			value = recruit_forest_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_forest_specialist_decision_valid_tt
					OR = {
						culture = {
							has_cultural_parameter = can_recruit_forest_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_forest_specialist_decision
			localization = recruit_forest_specialist_decision
			icon = "gfx/interface/icons/traits/forest_fighter.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_forest_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = forest_fighter }
					multiply = 0
				}
			}
		}
		item = { # Rough Terrain Expert
			value = recruit_mountain_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_mountain_specialist_decision_valid_tt
					OR = {
						culture = {
							has_cultural_parameter = can_recruit_mountain_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_mountain_specialist_decision
			localization = recruit_mountain_specialist_decision
			icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_mountain_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = rough_terrain_expert }
					multiply = 0
				}
			}
		}
		item = { # Desert Warrior
			value = recruit_dry_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_dry_specialist_decision_valid_tt
					OR = {
						culture = {
							has_cultural_parameter = can_recruit_dry_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_dry_specialist_decision
			localization = recruit_dry_specialist_decision
			icon = "gfx/interface/icons/traits/desert_warrior.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_dry_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = desert_warrior }
					multiply = 0
				}
			}
		}
		item = { # Rough Terrain Expert 
			value = recruit_hill_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_hill_specialist_decision_valid_tt
					OR = {
						culture = {
							has_cultural_parameter = can_recruit_hill_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_hill_specialist_decision
			localization = recruit_hill_specialist_decision
			icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_hill_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = rough_terrain_expert }
					multiply = 0
				}
			}
		}
		item = { # Jungle Stalker
			value = recruit_jungle_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_jungle_specialist_decision_valid_tt
					OR = {
						culture = {
							has_cultural_parameter = can_recruit_jungle_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_jungle_specialist_decision
			localization = recruit_jungle_specialist_decision
			icon = "gfx/interface/icons/traits/jungle_stalker.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_jungle_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = jungle_stalker }
					multiply = 0
				}
			}
		}
		item = { # Open Terrain Expert
			value = recruit_open_specialist_decision
			is_valid = {
				custom_tooltip = {
					text = recruit_open_specialist_decision_valid_tt
					OR = {
						has_trait = nomadic_philosophy
						culture = {
							has_cultural_parameter = can_recruit_open_specialist
						}
						has_title = title:e_minister_grand_marshal
						has_title = title:e_minister_of_war
					}
				}
			}
			current_description = recruit_open_specialist_decision
			localization = recruit_open_specialist_decision
			icon = "gfx/interface/icons/traits/open_terrain_expert.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_open_specialist
						}
					}
					add = 100
				}
				if = {
					limit = {
						OR = {
							has_title = title:e_minister_grand_marshal
							has_title = title:e_minister_of_war							
						}
					}
					add = 50
				}
				if = {
					limit = { has_trait = open_terrain_expert }
					multiply = 0
				}
			}
		}
	}

	effect = {
		if = {
			limit = {
				OR = {
					has_title = title:e_minister_grand_marshal
					has_title = title:e_minister_of_war							
				}
			}
			custom_tooltip = recruit_terrain_specialist_decision_minister_tooltip
		}
		else = {
			custom_tooltip = recruit_terrain_specialist_decision_tooltip
		}
		hidden_effect = {
			if = {
				limit = { scope:recruit_winter_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = winter_soldier
					SPECIALIST_TEMPLATE_CHARACTER = winter_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_forest_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = forest_fighter
					SPECIALIST_TEMPLATE_CHARACTER = forest_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_mountain_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = rough_terrain_expert
					SPECIALIST_TEMPLATE_CHARACTER = mountain_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_dry_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = desert_warrior
					SPECIALIST_TEMPLATE_CHARACTER = desert_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_hill_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = rough_terrain_expert
					SPECIALIST_TEMPLATE_CHARACTER = hill_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_jungle_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = jungle_stalker
					SPECIALIST_TEMPLATE_CHARACTER = jungle_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_open_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = open_terrain_expert
					SPECIALIST_TEMPLATE_CHARACTER = open_commander_character
				}
			}
		}
	}
	
	ai_potential = {
		OR = {
			culture = {
				OR = {
					has_cultural_parameter = can_recruit_winter_specialist
					has_cultural_parameter = can_recruit_forest_specialist
					has_cultural_parameter = can_recruit_mountain_specialist
					has_cultural_parameter = can_recruit_dry_specialist
					has_cultural_parameter = can_recruit_hill_specialist
					has_cultural_parameter = can_recruit_jungle_specialist
					has_cultural_parameter = can_recruit_open_specialist
					root = {
						has_trait = nomadic_philosophy
					}
				}
			}
			has_title = title:e_minister_grand_marshal
			has_title = title:e_minister_of_war
		}
	}
}

### Sacrifice Bear ###
sacrifice_bear_decision = {
	picture = {
		reference = "gfx/interface/illustrations/terrain_types/taiga.dds"
	}
	sort_order = 180

	ai_check_interval = 0

	cooldown = { years = 5 }

	desc = sacrifice_bear_decision_desc

	is_shown = {
		rite ?= { rite_has_parameter = allows_bear_sacrifice }
		is_landless_adventurer = no
	}

	is_valid_showing_failures_only = {
		is_capable_adult = yes
		is_imprisoned = no
	}

	is_valid = {
		custom_tooltip = {
			text = tgp_has_acquired_bear
			has_character_modifier = hunt_captive_beast_modifier
		}
	}

	effect = {
		custom_tooltip = {
			text = sacrifice_bear_decision_effect
			trigger_event = culture_tradition_events.3100
		}
	}

	ai_potential = {
	}

	ai_will_do = {
		base = 100
	}
}
