﻿#### Embrace Tengriism ###
#embrace_tengriism_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/event_scenes/mpo_temple_steppe.dds"
#	}
#	decision_group_type = nomad_minor
#	desc = embrace_tengriism_decision_desc
#	selection_tooltip = embrace_tengriism_decision_tooltip
#
#	is_shown = {
#		is_playable_character = yes
#		government_has_flag = government_is_nomadic
#		OR = {
#			culture = { has_cultural_pillar = heritage_mongolic }
#			culture = { has_cultural_pillar = heritage_turkic }
#			domicile.domicile_culture = { has_cultural_pillar = heritage_mongolic }
#			domicile.domicile_culture = { has_cultural_pillar = heritage_turkic }
#		}
#		NOT = {
#			faith = faith:tengri_pagan
#		}
#		#Cheaper to just switch to domicile's tengriism
#		trigger_if = {
#			limit = {
#				exists = domicile.domicile_faith
#			}
#			NOT = { domicile.domicile_faith = faith:tengri_pagan }
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_physically_able_adult = yes
#		is_at_war = no
#		custom_tooltip = {
#			text = not_of_a_steppe_faith_tt
#			NOT = {
#				religion = religion:tengrism_religion
#			}
#		}
#	}
#
#	cost = {
#		piety = {
#			value = {
#				add = major_piety_value
#				if = { # Cost increases if you're reverting to pagan
#					limit = {
#						faith = {
#							NOT = {
#								has_doctrine_parameter = unreformed
#							}
#						}
#					}
#					multiply = 4
#				}
#			}
#		}
#	}
#
#	effect = {
#		root.domicile.domicile_culture = { save_scope_as = domicile_culture }
#		set_character_faith = faith:tengri_pagan
#		domicile = {
#			set_domicile_faith = faith:tengri_pagan
#		}
#		every_held_title = {
#			limit = {
#				tier = tier_county
#				is_landless_type_title = no
#				culture = scope:domicile_culture
#			}
#			set_county_faith = faith:tengri_pagan
#		}
#		# Spouses convert
#		every_spouse = {
#			limit = {
#				is_courtier_of = root
#				NOT = { faith = root.faith }
#			}
#			add_to_list = spouses_and_family_to_convert
#		}
#		# Family at court also convert
#		every_close_or_extended_family_member = {
#			limit = {
#				is_courtier_of = root
#				NOT = { faith = root.faith }
#			}
#			add_to_list = spouses_and_family_to_convert
#		}
#		every_in_list = {
#			list = spouses_and_family_to_convert
#			set_character_faith = faith:tengri_pagan
#		}
#	}
#	
#	ai_check_interval = 0
#}

### Spread [ROOT.Char.GetFaith.GetNameNoTooltip] to your People ###
proselytize_to_your_people_decision = {
	picture = {
		reference = "gfx/interface/illustrations/event_scenes/ep2_holysite_tribal.dds"
	}
	decision_group_type = nomad_minor
	desc = proselytize_to_your_people_decision_desc
	selection_tooltip = proselytize_to_your_people_decision_tooltip

	is_shown = {
		is_playable_character = yes
		government_has_flag = government_is_nomadic
		exists = domicile.domicile_faith
		NOT = {
			faith = domicile.domicile_faith
		}
	}

	is_valid_showing_failures_only = {
		is_physically_able_adult = yes
		is_at_war = no
	}

	cost = {
		piety = {
			value = {
				add = major_piety_value
				if = { # Cost increases if you're trying to revert to unreformed
					limit = {
						domicile.domicile_faith = {
							NOT = { has_doctrine_parameter = unreformed }
						}
						faith = {
							has_doctrine_parameter = unreformed
						}
					}
					multiply = 4
				}
			}
		}
	}

	effect = {
		root.domicile.domicile_culture = { save_scope_as = domicile_culture }
		domicile = {
			set_domicile_faith = root.faith
		}
		stress_impact = {
			cynical = medium_stress_impact_gain
		}
		every_held_title = {
			limit = {
				tier = tier_county
				is_landless_type_title = no
				culture = scope:domicile_culture
			}
			set_county_faith = root.faith
		}
		# Spouses convert
		every_spouse = {
			limit = {
				is_courtier_of = root
				NOT = { faith = root.faith }
			}
			add_to_list = spouses_and_family_to_convert
		}
		# Family at court also convert
		every_close_or_extended_family_member = {
			limit = {
				is_courtier_of = root
				NOT = { faith = root.faith }
			}
			add_to_list = spouses_and_family_to_convert
		}
		every_in_list = {
			list = spouses_and_family_to_convert
			set_character_faith = root.faith
		}
	}
	
	ai_check_interval_by_tier = {
		barony = 0
		county = 60
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_potential = {
		government_has_flag = government_is_nomadic
		ai_zeal > 0
	}

	ai_will_do = {
		base = 100
	}
}

### Convert to [ROOT.Char.GetDomicile.GetFaith.GetNameNoTooltip] through your People ###
adopt_domicile_faith_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
	}
	decision_group_type = nomad_minor
	desc = adopt_domicile_faith_decision_desc
	selection_tooltip = adopt_domicile_faith_decision_tooltip

	is_shown = {
		is_playable_character = yes
		government_has_flag = government_is_nomadic
		exists = domicile.domicile_faith
		NOT = {
			faith = domicile.domicile_faith
		}
	}

	is_valid_showing_failures_only = {
		is_physically_able_adult = yes
		is_at_war = no
	}

	effect = {
		set_character_faith = root.domicile.domicile_faith
		stress_impact = {
			zealous = major_stress_impact_gain
		}
		# Spouses convert
		every_spouse = {
			limit = {
				is_courtier_of = root
				NOT = { faith = root.domicile.domicile_faith }
			}
			add_to_list = spouses_and_family_to_convert
		}
		# Family at court also convert
		every_close_or_extended_family_member = {
			limit = {
				is_courtier_of = root
				NOT = { faith = root.domicile.domicile_faith }
			}
			add_to_list = spouses_and_family_to_convert
		}
		every_in_list = {
			list = spouses_and_family_to_convert
			set_character_faith = root.domicile.domicile_faith
		}
		every_held_title = {
			limit = {
				tier = tier_county
				is_landless_type_title = no
				culture = root.domicile.domicile_culture
				NOT = { faith = root.domicile.domicile_faith }
			}
			set_county_faith = root.domicile.domicile_faith
		}
	}
	
	ai_check_interval_by_tier = {
		barony = 0
		county = 60
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_potential = {
		government_has_flag = government_is_nomadic
		ai_zeal <= 0
	}

	ai_will_do = {
		base = 100
	}
}

### Adopt [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ###
adopt_domicile_culture_decision = {
	picture = {
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
	}
	decision_group_type = nomad_minor
	desc = adopt_domicile_culture_decision_desc
	selection_tooltip = adopt_domicile_culture_decision_tooltip

	is_shown = {
		is_playable_character = yes
		government_has_flag = government_is_nomadic
		exists = domicile.domicile_culture
		NOT = {
			culture = domicile.domicile_culture
		}
	}

	is_valid_showing_failures_only = {
		is_physically_able_adult = yes
		is_at_war = no
	}

	cost = {
		prestige = 150
	}

	effect = {
		set_culture = root.domicile.domicile_culture
		stress_impact = {
			arrogant = medium_stress_impact_gain
		}
		# Family at court convert
		every_close_or_extended_family_member = {
			limit = {
				is_courtier_of = root
				culture = root.culture
			}
			add_to_list = spouses_and_family_to_convert
		}
		every_in_list = {
			list = spouses_and_family_to_convert
			set_culture = root.domicile.domicile_culture
		}
	}
	
	ai_check_interval_by_tier = {
		barony = 0
		county = 60
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_potential = {
		government_has_flag = government_is_nomadic
	}

	ai_will_do = {
		base = 100
	}
}

### Blend [ROOT.Char.GetCulture.GetNameNoTooltip] and [ROOT.Char.GetDomicile.GetCulture.GetNameNoTooltip] Traditions ###
blend_traditions_decision = {
	picture = {
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_welcome.dds"
	}
	decision_group_type = nomad_minor
	desc = blend_traditions_decision_desc
	selection_tooltip = blend_traditions_decision_tooltip

	is_shown = {
		is_playable_character = yes
		government_has_flag = government_is_nomadic
		exists = domicile.domicile_culture
		culture != domicile.domicile_culture
		game_rule_can_create_hybird_culture_trigger = yes
	}

	is_valid_showing_failures_only = {
		is_physically_able_adult = yes
		is_at_war = no
		NOT = {
			culture = {
				has_same_culture_heritage = root.domicile.domicile_culture
			}
		}
		custom_tooltip = {
			text = not_a_hybrid_or_old_culture_tt
			culture = {
				OR = {
					is_hybrid_culture = no
					culture_age >= 50
				}
			}
		}
		custom_tooltip = {
			text = domicile_not_a_hybrid_or_old_culture_tt
			root.domicile.domicile_culture = {
				OR = {
					is_hybrid_culture = no
					culture_age >= 50
				}
			}
		}
	}

	cost = {
		prestige = {
			value = root.domicile.herd
			divide = 3
			min = 350
			max = 1000
		}
	}

	effect = {
		root.domicile.domicile_culture = { save_scope_as = original_domicile_culture }
		culture = { save_scope_as = original_character_culture }
		create_hybrid_culture = root.domicile.domicile_culture
		custom_tooltip = random_traditions_tt
		hidden_effect = {
			if = {
				limit = {
					root.culture = {
						NOT = {
							has_same_culture_heritage = scope:original_domicile_culture
						}
					}
				}
				root.culture = {
					set_heritage_from = root.domicile.domicile_culture
				}
			}
			every_held_title = {
				limit = {
					tier = tier_county
					is_landless_type_title = no
					culture = root.domicile.domicile_culture
				}
				set_county_culture = root.culture
			}
			domicile = {
				set_domicile_culture = root.culture
			}
			# Spouses convert
			every_spouse = {
				limit = {
					is_courtier_of = root
					OR = {
						culture = scope:original_character_culture
						culture = scope:original_domicile_culture
					}
					NOT = { culture = root.culture }
				}
				add_to_list = spouses_and_family_to_convert
			}
			# Family at court also convert
			every_close_or_extended_family_member = {
				limit = {
					is_courtier_of = root
					OR = {
						culture = scope:original_character_culture
						culture = scope:original_domicile_culture
					}
					NOT = { culture = root.culture }
				}
				add_to_list = spouses_and_family_to_convert
			}
			every_in_list = {
				list = spouses_and_family_to_convert
				set_culture = root.culture
			}
		}
	}
	
	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 60
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_potential = {
		government_has_flag = government_is_nomadic
		culture = {
			is_hybrid_culture = no
		}
		domicile.domicile_culture ?= {
			is_hybrid_culture = no
		}
		highest_held_title_tier >= tier_duchy
		trigger_if = {
			limit = {
				has_game_rule = less_common_hybrid_culture_ai_frequency
			}
			static_group_filter = {
				group = fewer_valid_hybrid_steppe_cultures
				match = 0.2
			}
		}
	}

	ai_will_do = {
		base = 100
	}
}

### Promote [ROOT.Char.GetCulture.GetNameNoTooltip] Traditions ###
enforce_traditions_decision = {
	picture = {
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_suspicious.dds"
	}
	decision_group_type = nomad_minor
	desc = enforce_traditions_decision_desc
	selection_tooltip = enforce_traditions_decision_tooltip

	is_shown = {
		is_playable_character = yes
		government_has_flag = government_is_nomadic
		exists = domicile.domicile_culture
		NOT = {
			culture = domicile.domicile_culture
		}
	}

	is_valid_showing_failures_only = {
		is_physically_able_adult = yes
		is_at_war = no
		custom_tooltip = {
			text = same_heritage_or_steppe_heritage_tt
			culture = {
				OR = {
					has_cultural_pillar = heritage_mongolic
					has_cultural_pillar = heritage_turkic
					has_cultural_pillar = heritage_ugro_permian
					has_same_culture_heritage = root.domicile.domicile_culture
				}
			}
		}
	}

	cost = {
		prestige = {
			value = root.domicile.herd
			divide = 10
			min = 50
			max = 800
		}
	}

	effect = {
		root.domicile.domicile_culture = { save_scope_as = domicile_culture }
		domicile = {
			set_domicile_culture = root.culture
		}
		stress_impact = {
			humble = medium_stress_impact_gain
		}
		every_held_title = {
			limit = {
				tier = tier_county
				is_landless_type_title = no
				culture = scope:domicile_culture
			}
			set_county_culture = root.culture
		}
		# Family at court also convert
		every_close_or_extended_family_member = {
			limit = {
				is_courtier_of = root
				culture = root.domicile.domicile_culture
			}
			add_to_list = spouses_and_family_to_convert
		}
		every_in_list = {
			list = spouses_and_family_to_convert
			set_culture = root.culture
		}
	}
	
	ai_check_interval_by_tier = {
		barony = 0
		county = 12
		duchy = 12
		kingdom = 12
		empire = 12
		hegemony = 12
	}

	ai_potential = {
		government_has_flag = government_is_nomadic
		NOT = { has_trait = humble }
	}

	ai_will_do = {
		base = 100
	}
}
