#decisions = {
#	get_full_cybernetic_conversion_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			NOT = { trait = full_cybernetic_conversion }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			OR = {
#				religion = taoist
#				trait = lunatic
#				AND = {
#					trait = ambitious
#					trait = brave
#					age = 60
#				}
#			}
#		}
#		allow = {
#			is_pregnant = no
#			NOT = { has_character_flag = flag_busy }
#			has_artifact = jade_dragon
#			OR = {
#				wealth = 2000
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 1000
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 500
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 500
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 6 } } }
#				wealth = -2000
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -1000
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 7 } }
#				wealth = -500
#			}
#			# Remove Health Traits
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {	
#				limit = { trait = severely_injured }
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = { trait = one_handed }
#				remove_trait = one_handed
#			}
#			if = {
#				limit = { trait = one_legged }
#				remove_trait = one_legged
#			}
#			if = {
#				limit = { trait = disfigured }
#				remove_trait = disfigured
#			}
#			if = {
#				limit = { trait = mangled }
#				remove_trait = mangled
#			}
#			if = {
#				limit = { trait = one_eyed }
#				remove_trait = one_eyed
#			}
#			if = {
#				limit = { trait = blinded }
#				remove_trait = blinded
#			}
#			if = {
#				limit = { trait = ill }
#				remove_trait = ill
#			}
#			if = {
#				limit = { trait = pneumonic }
#				remove_trait = pneumonic
#			}
#			if = {
#				limit = { trait = syphilitic }
#				remove_trait = syphilitic
#			}
#			if = {
#				limit = { trait = has_flu }
#				remove_trait = has_flu
#			}
#			if = {
#				limit = { trait = has_clarkes_disease }
#				remove_trait = has_clarkes_disease
#			}
#			if = {
#				limit = { trait = has_edemite_fever }
#				remove_trait = has_edemite_fever
#			}
#			if = {
#				limit = { trait = scarred }
#				remove_trait = scarred
#			}
#			if = {
#				limit = { trait = infirm }
#				remove_trait = infirm
#			}
#			# Remove Congenital Traits
#			if = {
#				limit = { trait = beautiful }
#				remove_trait = beautiful
#			}
#			if = {
#				limit = { trait = fair }
#				remove_trait = fair
#			}
#			if = {
#				limit = { trait = homely }
#				remove_trait = homely
#			}
#			if = {
#				limit = { trait = ugly }
#				remove_trait = ugly
#			}
#			if = {
#				limit = { trait = strong }
#				remove_trait = strong
#			}
#			if = {
#				limit = { trait = weak }
#				remove_trait = weak
#			}
#			if = {
#				limit = { trait = agile }
#				remove_trait = agile
#			}
#			if = {
#				limit = { trait = clumsy }
#				remove_trait = clumsy
#			}
#			if = {
#				limit = { trait = dwarf }
#				remove_trait = dwarf
#			}
#			if = {
#				limit = { trait = harelip }
#				remove_trait = harelip
#			}
#			if = {
#				limit = { trait = clubfooted }
#				remove_trait = clubfooted
#			}
#			if = {
#				limit = { trait = hunchback }
#				remove_trait = hunchback
#			}
#			if = {
#				limit = { trait = lisp }
#				remove_trait = lisp
#			}
#			if = {
#				limit = { trait = stutter }
#				remove_trait = stutter
#			}
#			add_trait = full_cybernetic_conversion
#			if = {
#				limit = { NOT = { trait = cybernetic_limb } }
#				add_trait = cybernetic_limb
#			}
#			if = {
#				limit = {
#					NOT = { trait = cybernetic_leg }
#					has_dlc = "Reapers"
#				}
#				add_trait = cybernetic_leg
#			}
#			if = {
#				limit = {
#					NOT = { trait = cybernetic_skeleton }
#					has_dlc = "Reapers"
#				}
#				add_trait = cybernetic_skeleton
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = {
#					AND = {
#						trait = radical
#						OR = {
#							religion = cyberneticist
#							religion = machine_cultist
#							religion = hiver
#						}
#					}
#				}
#				OR = {
#					NOT = {
#						OR = {
#							age = 100
#							AND = {
#								age = 90
#								NOT = { health = 5 }
#							}
#							AND = {
#								age = 80
#								NOT = { health = 4 }
#							}
#							AND = {
#								age = 70
#								NOT = { health = 3 }
#							}
#							AND = {
#								age = 60
#								NOT = { health = 2 }
#							}
#							AND = {
#								age = 50
#								NOT = { health = 1 }
#							}
#						}
#					}
#					trait = spiritual
#					trait = humble
#					trait = content
#				}
#				NOT = {
#					AND = {
#						OR = {
#							trait = homely
#							trait = ugly
#							trait = clumsy
#							trait = weak
#							trait = dwarf
#							trait = harelip
#							trait = hunchback
#							trait = clubfooted
#							trait = stutter
#							trait = lisp
#						}
#						OR = {
#							trait = proud
#							trait = neurotic
#						}
#						NOT = { trait = humble }
#					}
#				}
#			}
#			modifier = {
#				factor = 0
#				NOT = { religion = cyberneticist }
#				NOT = { religion = machine_cultist }
#				NOT = { religion = hiver }
#				NOT = { trait = open_minded }
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				NOT = { trait = ambitious
#					trait = brave }
#			}
#			modifier = {
#				factor = 0
#				religion = bio_directionist
#				NOT = { trait = ambitious
#					trait = brave }
#			}
#			modifier = {
#				factor = 0
#				trait = close_minded
#			}
#			modifier = {
#				factor = 0
#				has_ambition = obj_have_a_child
#			}
#		}
#	}
#	# Get DNI
#	get_dni_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			NOT = { trait = dni }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			has_artifact = chinese_sculpture
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 100
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 5
#				}
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { NOT = { location = { TECH_POPULAR_CUSTOMS = 2 } } }
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -5
#			}
#			add_trait = dni
#			hidden_tooltip = { character_event = { id = cybernetics.5000 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			# No reason to get a DNI
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_become_marshal }
#				NOT = { has_ambition = obj_become_chancellor }
#				NOT = { has_ambition = obj_become_spymaster }
#				NOT = { has_ambition = obj_become_treasurer }
#				NOT = { has_ambition = obj_become_spiritual }
#				NOT = { has_ambition = obj_improve_martial }
#				NOT = { has_ambition = obj_improve_diplomacy }
#				NOT = { has_ambition = obj_improve_stewardship }
#				NOT = { has_ambition = obj_improve_intrigue }
#				NOT = { has_ambition = obj_improve_learning }
#				NOT = { religion = cyberneticist }
#				NOT = { religion = machine_cultist }
#				NOT = { religion = hiver }
#				NOT = { trait = open_minded }
#				NOT = { trait = ambitious }
#			}
#			
#			# Ideological concerns
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				NOT = { trait = ambitious
#					trait = brave }
#			}
#			
#			# Just plain squeamish
#			modifier = {
#				factor = 0
#				OR = {
#					trait = close_minded
#					trait = spiritual
#				}
#				NOT = { trait = open_minded }
#				NOT = { religion = cyberneticist }
#				NOT = { religion = machine_cultist }
#				NOT = { religion = hiver }
#			}
#		}
#	}
#	get_iaei_mk_i_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			NOT = { trait = thoth_mk_i }
#			NOT = { trait = pci_mk_i }
#			NOT = { trait = pluto_mk_i }
#			NOT = { trait = odin_mk_i }
#			NOT = { trait = iaei_mk_i }
#			NOT = { trait = iaei_mk_ii }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = iaei_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			add_trait = iaei_mk_i
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_diplomacy }
#				NOT = { has_ambition = obj_become_chancellor }
#				NOT = { has_job_title = job_chancellor }
#				NOT = { any_allied_character = { NOT = { opinion = { who = ROOT value = 0 } } } }
#				NOT = {
#					any_vassal = {
#						NOT = { opinion = { who = ROOT value = 0 } }
#						relative_power_to_liege = 0.2
#					}
#				}
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				monthly_income = 1
#				NOT = { trait = odin_mk_ii }
#				NOT = { trait = pci_mk_ii }
#				NOT = { trait = pluto_mk_ii }
#				NOT = { trait = thoth_mk_ii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_iaei_mk_ii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 2 }
#			NOT = { trait = iaei_mk_ii }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_ii }
#			NOT = { trait = pci_mk_ii }
#			NOT = { trait = pluto_mk_ii }
#			NOT = { trait = thoth_mk_ii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 3 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -5
#			}
#			remove_trait = iaei_mk_i
#			add_trait = iaei_mk_ii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_diplomacy }
#				NOT = { has_ambition = obj_become_chancellor }
#				NOT = { has_job_title = job_chancellor }
#				NOT = { any_allied_character = { NOT = { opinion = { who = ROOT value = 0 } } } }
#				NOT = {
#					any_vassal = {
#						NOT = { opinion = { who = ROOT value = 0 } }
#						relative_power_to_liege = 0.2
#					}
#				}
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_iaei_mk_iii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 4 }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = pluto_mk_iii }
#			NOT = { trait = thoth_mk_iii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 25
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 5 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -25
#			}
#			remove_trait = iaei_mk_i
#			remove_trait = iaei_mk_ii
#			add_trait = iaei_mk_iii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_diplomacy }
#				NOT = { has_ambition = obj_become_chancellor }
#				NOT = { has_job_title = job_chancellor }
#				NOT = { any_allied_character = { NOT = { opinion = { who = ROOT value = 0 } } } }
#				NOT = {
#					any_vassal = {
#						NOT = { opinion = { who = ROOT value = 0 } }
#						relative_power_to_liege = 0.2
#					}
#				}
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_iaei_mk_iv_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 6 }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = thoth_mk_iv }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 100
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 7 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -100
#			}
#			remove_trait = iaei_mk_i
#			remove_trait = iaei_mk_ii
#			remove_trait = iaei_mk_iii
#			add_trait = iaei_mk_iv
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_diplomacy }
#				NOT = { has_ambition = obj_become_chancellor }
#				NOT = { has_job_title = job_chancellor }
#				NOT = { any_allied_character = { NOT = { opinion = { who = ROOT value = 0 } } } }
#				NOT = {
#					any_vassal = {
#						NOT = { opinion = { who = ROOT value = 0 } }
#						relative_power_to_liege = 0.2
#					}
#				}
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_iaei_mk_v_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 8 }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = thoth_mk_v }
#			NOT = { trait = pci_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			wealth = 500
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			wealth = -500
#			remove_trait = iaei_mk_i
#			remove_trait = iaei_mk_ii
#			remove_trait = iaei_mk_iii
#			remove_trait = iaei_mk_iv
#			add_trait = iaei_mk_v
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_diplomacy }
#				NOT = { has_ambition = obj_become_chancellor }
#				NOT = { has_job_title = job_chancellor }
#				NOT = { any_allied_character = { NOT = { opinion = { who = ROOT value = 0 } } } }
#				NOT = {
#					any_vassal = {
#						NOT = { opinion = { who = ROOT value = 0 } }
#						relative_power_to_liege = 0.2
#					}
#				}
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#		}
#	}
#	get_odin_mk_i_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			NOT = { trait = thoth_mk_i }
#			NOT = { trait = pci_mk_i }
#			NOT = { trait = pluto_mk_i }
#			NOT = { trait = iaei_mk_i }
#			NOT = { trait = odin_mk_i }
#			NOT = { trait = odin_mk_ii }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = odin_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			if = {
#				limit = { trait = one_eyed }
#				remove_trait = one_eyed
#			}
#			if = {
#				limit = { trait = blinded }
#				remove_trait = blinded
#				add_trait = one_eyed
#			}
#			add_trait = odin_mk_i
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_martial }
#				NOT = { has_ambition = obj_become_marshal }
#				NOT = { has_job_title = job_marshal }
#				is_military_trigger = no
#				NOT = { any_current_enemy = { ROOT = { NOT = { martial = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				monthly_income = 1
#				NOT = { trait = iaei_mk_ii }
#				NOT = { trait = pci_mk_ii }
#				NOT = { trait = pluto_mk_ii }
#				NOT = { trait = thoth_mk_ii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_odin_mk_ii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 2 }
#			NOT = { trait = odin_mk_ii }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = iaei_mk_ii }
#			NOT = { trait = pci_mk_ii }
#			NOT = { trait = pluto_mk_ii }
#			NOT = { trait = thoth_mk_ii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 3 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -5
#			}
#			if = {
#				limit = { trait = one_eyed }
#				remove_trait = one_eyed
#			}
#			if = {
#				limit = { trait = blinded }
#				remove_trait = blinded
#				add_trait = one_eyed
#			}
#			remove_trait = odin_mk_i
#			add_trait = odin_mk_ii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_martial }
#				NOT = { has_ambition = obj_become_marshal }
#				NOT = { has_job_title = job_marshal }
#				is_military_trigger = no
#				NOT = { any_current_enemy = { ROOT = { NOT = { martial = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_odin_mk_iii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 4 }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = pluto_mk_iii }
#			NOT = { trait = thoth_mk_iii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 25
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 5 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -25
#			}
#			if = {
#				limit = { trait = one_eyed }
#				remove_trait = one_eyed
#			}
#			if = {
#				limit = { trait = blinded }
#				remove_trait = blinded
#				add_trait = one_eyed
#			}
#			remove_trait = odin_mk_i
#			remove_trait = odin_mk_ii
#			add_trait = odin_mk_iii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_martial }
#				NOT = { has_ambition = obj_become_marshal }
#				NOT = { has_job_title = job_marshal }
#				is_military_trigger = no
#				NOT = { any_current_enemy = { ROOT = { NOT = { martial = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_odin_mk_iv_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 6 }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = thoth_mk_iv }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 100
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 7 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -100
#			}
#			if = {
#				limit = { trait = one_eyed }
#				remove_trait = one_eyed
#			}
#			if = {
#				limit = { trait = blinded }
#				remove_trait = blinded
#				add_trait = one_eyed
#			}
#			remove_trait = odin_mk_i
#			remove_trait = odin_mk_ii
#			remove_trait = odin_mk_iii
#			add_trait = odin_mk_iv
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_martial }
#				NOT = { has_ambition = obj_become_marshal }
#				NOT = { has_job_title = job_marshal }
#				is_military_trigger = no
#				NOT = { any_current_enemy = { ROOT = { NOT = { martial = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_odin_mk_v_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 8 }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = thoth_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			wealth = 500
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			wealth = -500
#			if = {
#				limit = { trait = one_eyed }
#				remove_trait = one_eyed
#			}
#			if = {
#				limit = { trait = blinded }
#				remove_trait = blinded
#				add_trait = one_eyed
#			}
#			remove_trait = odin_mk_i
#			remove_trait = odin_mk_ii
#			remove_trait = odin_mk_iii
#			remove_trait = odin_mk_iv
#			add_trait = odin_mk_v
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_martial }
#				NOT = { has_ambition = obj_become_marshal }
#				NOT = { has_job_title = job_marshal }
#				is_military_trigger = no
#				NOT = { any_current_enemy = { ROOT = { NOT = { martial = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#		}
#	}
#	get_pci_mk_i_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			NOT = { trait = thoth_mk_i }
#			NOT = { trait = pluto_mk_i }
#			NOT = { trait = odin_mk_i }
#			NOT = { trait = iaei_mk_i }
#			NOT = { trait = pci_mk_i }
#			NOT = { trait = pci_mk_ii }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pci_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			add_trait = pci_mk_i
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_stewardship }
#				NOT = { has_ambition = obj_become_treasurer }
#				NOT = { has_job_title = job_treasurer }
#				is_patrician = yes
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				monthly_income = 1
#				NOT = { trait = iaei_mk_ii }
#				NOT = { trait = odin_mk_ii }
#				NOT = { trait = pluto_mk_ii }
#				NOT = { trait = thoth_mk_ii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pci_mk_ii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 2 }
#			NOT = { trait = pci_mk_ii }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = iaei_mk_ii }
#			NOT = { trait = odin_mk_ii }
#			NOT = { trait = pluto_mk_ii }
#			NOT = { trait = thoth_mk_ii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 3 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -5
#			}
#			remove_trait = pci_mk_i
#			add_trait = pci_mk_ii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_stewardship }
#				NOT = { has_ambition = obj_become_treasurer }
#				NOT = { has_job_title = job_treasurer }
#				is_patrician = yes
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pci_mk_iii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 4 }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = pluto_mk_iii }
#			NOT = { trait = thoth_mk_iii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 25
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 5 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -25
#			}
#			remove_trait = pci_mk_i
#			remove_trait = pci_mk_ii
#			add_trait = pci_mk_iii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_stewardship }
#				NOT = { has_ambition = obj_become_treasurer }
#				NOT = { has_job_title = job_treasurer }
#				is_patrician = yes
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pci_mk_iv_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 6 }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = thoth_mk_iv }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 100
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 7 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -100
#			}
#			remove_trait = pci_mk_i
#			remove_trait = pci_mk_ii
#			remove_trait = pci_mk_iii
#			add_trait = pci_mk_iv
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_stewardship }
#				NOT = { has_ambition = obj_become_treasurer }
#				NOT = { has_job_title = job_treasurer }
#				is_patrician = yes
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pluto_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pci_mk_v_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 8 }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = thoth_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			wealth = 500
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			wealth = -500
#			remove_trait = pci_mk_i
#			remove_trait = pci_mk_ii
#			remove_trait = pci_mk_iii
#			remove_trait = pci_mk_iv
#			add_trait = pci_mk_v
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_stewardship }
#				NOT = { has_ambition = obj_become_treasurer }
#				NOT = { has_job_title = job_treasurer }
#				is_patrician = yes
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_intrigue
#					has_ambition = obj_improve_learning
#				}
#			}
#		}
#	}
#	get_pluto_mk_i_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			NOT = { trait = thoth_mk_i }
#			NOT = { trait = pci_mk_i }
#			NOT = { trait = odin_mk_i }
#			NOT = { trait = iaei_mk_i }
#			NOT = { trait = pluto_mk_i }
#			NOT = { trait = pluto_mk_ii }
#			NOT = { trait = pluto_mk_iii }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = pluto_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			add_trait = pluto_mk_i
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_intrigue }
#				NOT = { has_ambition = obj_become_spymaster }
#				NOT = { has_job_title = job_spymaster }
#				NOT = { plot_target_char = { ROOT = { NOT = { intrigue = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				monthly_income = 1
#				NOT = { trait = iaei_mk_ii }
#				NOT = { trait = odin_mk_ii }
#				NOT = { trait = pci_mk_ii }
#				NOT = { trait = thoth_mk_ii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pluto_mk_ii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 2 }
#			NOT = { trait = pluto_mk_ii }
#			NOT = { trait = pluto_mk_iii }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = iaei_mk_ii }
#			NOT = { trait = odin_mk_ii }
#			NOT = { trait = pci_mk_ii }
#			NOT = { trait = thoth_mk_ii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 3 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -5
#			}
#			remove_trait = pluto_mk_i
#			add_trait = pluto_mk_ii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_intrigue }
#				NOT = { has_ambition = obj_become_spymaster }
#				NOT = { has_job_title = job_spymaster }
#				NOT = { plot_target_char = { ROOT = { NOT = { intrigue = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = thoth_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pluto_mk_iii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 4 }
#			NOT = { trait = pluto_mk_iii }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = thoth_mk_iii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 25
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 5 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -25
#			}
#			remove_trait = pluto_mk_i
#			remove_trait = pluto_mk_ii
#			add_trait = pluto_mk_iii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_intrigue }
#				NOT = { has_ambition = obj_become_spymaster }
#				NOT = { has_job_title = job_spymaster }
#				NOT = { plot_target_char = { ROOT = { NOT = { intrigue = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = thoth_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pluto_mk_iv_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 6 }
#			NOT = { trait = pluto_mk_iv }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = thoth_mk_iv }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 100
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 7 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -100
#			}
#			remove_trait = pluto_mk_i
#			remove_trait = pluto_mk_ii
#			remove_trait = pluto_mk_iii
#			add_trait = pluto_mk_iv
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_intrigue }
#				NOT = { has_ambition = obj_become_spymaster }
#				NOT = { has_job_title = job_spymaster }
#				NOT = { plot_target_char = { ROOT = { NOT = { intrigue = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_learning
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = thoth_mk_v }
#			}
#		}
#	}
#	get_pluto_mk_v_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 8 }
#			NOT = { trait = pluto_mk_v }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = thoth_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			wealth = 500
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			wealth = -500
#			remove_trait = pluto_mk_i
#			remove_trait = pluto_mk_ii
#			remove_trait = pluto_mk_iii
#			remove_trait = pluto_mk_iv
#			add_trait = pluto_mk_v
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_intrigue }
#				NOT = { has_ambition = obj_become_spymaster }
#				NOT = { has_job_title = job_spymaster }
#				NOT = { plot_target_char = { ROOT = { NOT = { intrigue = PREV } } } }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_learning
#				}
#			}
#		}
#	}
#	get_thoth_mk_i_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			NOT = { trait = pci_mk_i }
#			NOT = { trait = pluto_mk_i }
#			NOT = { trait = odin_mk_i }
#			NOT = { trait = iaei_mk_i }
#			NOT = { trait = thoth_mk_i }
#			NOT = { trait = thoth_mk_ii }
#			NOT = { trait = thoth_mk_iii }
#			NOT = { trait = thoth_mk_iv }
#			NOT = { trait = thoth_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			add_trait = thoth_mk_i
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_learning }
#				NOT = { has_ambition = obj_become_spiritual }
#				NOT = { has_job_title = job_spiritual }
#				NOT = { trait = open_minded }
#				NOT = { trait = intellectual }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 2 }
#				monthly_income = 1
#				NOT = { trait = iaei_mk_ii }
#				NOT = { trait = odin_mk_ii }
#				NOT = { trait = pci_mk_ii }
#				NOT = { trait = pluto_mk_ii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#			}
#		}
#	}
#	get_thoth_mk_ii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 2 }
#			NOT = { trait = thoth_mk_ii }
#			NOT = { trait = thoth_mk_iii }
#			NOT = { trait = thoth_mk_iv }
#			NOT = { trait = thoth_mk_v }
#			NOT = { trait = iaei_mk_ii }
#			NOT = { trait = odin_mk_ii }
#			NOT = { trait = pci_mk_ii }
#			NOT = { trait = pluto_mk_ii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 3 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -5
#			}
#			remove_trait = thoth_mk_i
#			add_trait = thoth_mk_ii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_learning }
#				NOT = { has_ambition = obj_become_spiritual }
#				NOT = { has_job_title = job_spiritual }
#				NOT = { trait = open_minded }
#				NOT = { trait = intellectual }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 4 }
#				monthly_income = 2
#				NOT = { trait = iaei_mk_iii }
#				NOT = { trait = odin_mk_iii }
#				NOT = { trait = pci_mk_iii }
#				NOT = { trait = pluto_mk_iii }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#			}
#		}
#	}
#	get_thoth_mk_iii_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 4 }
#			NOT = { trait = thoth_mk_iii }
#			NOT = { trait = thoth_mk_iv }
#			NOT = { trait = thoth_mk_v }
#			NOT = { trait = iaei_mk_iii }
#			NOT = { trait = odin_mk_iii }
#			NOT = { trait = pci_mk_iii }
#			NOT = { trait = pluto_mk_iii }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 25
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 5 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -25
#			}
#			remove_trait = thoth_mk_i
#			remove_trait = thoth_mk_ii
#			add_trait = thoth_mk_iii
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_learning }
#				NOT = { has_ambition = obj_become_spiritual }
#				NOT = { has_job_title = job_spiritual }
#				NOT = { trait = open_minded }
#				NOT = { trait = intellectual }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#				monthly_income = 3
#				NOT = { trait = iaei_mk_iv }
#				NOT = { trait = odin_mk_iv }
#				NOT = { trait = pci_mk_iv }
#				NOT = { trait = pluto_mk_iv }
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#			}
#		}
#	}
#	get_thoth_mk_iv_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 6 }
#			NOT = { trait = thoth_mk_iv }
#			NOT = { trait = thoth_mk_v }
#			NOT = { trait = iaei_mk_iv }
#			NOT = { trait = odin_mk_iv }
#			NOT = { trait = pci_mk_iv }
#			NOT = { trait = pluto_mk_iv }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 100
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 7 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -100
#			}
#			remove_trait = thoth_mk_i
#			remove_trait = thoth_mk_ii
#			remove_trait = thoth_mk_iii
#			add_trait = thoth_mk_iv
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_learning }
#				NOT = { has_ambition = obj_become_spiritual }
#				NOT = { has_job_title = job_spiritual }
#				NOT = { trait = open_minded }
#				NOT = { trait = intellectual }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#				}
#			}
#			modifier = {
#				factor = 0
#				location = { TECH_POPULAR_CUSTOMS = 8 }
#				monthly_income = 4
#				NOT = { trait = iaei_mk_v }
#				NOT = { trait = odin_mk_v }
#				NOT = { trait = pci_mk_v }
#				NOT = { trait = pluto_mk_v }
#			}
#		}
#	}
#	get_thoth_mk_v_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			trait = dni
#			location = { TECH_POPULAR_CUSTOMS = 8 }
#			NOT = { trait = thoth_mk_v }
#			NOT = { trait = iaei_mk_v }
#			NOT = { trait = odin_mk_v }
#			NOT = { trait = pci_mk_v }
#			NOT = { trait = pluto_mk_v }
#			age = 16
#			NOT = { trait = incapable }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			wealth = 500
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			wealth = -500
#			remove_trait = thoth_mk_i
#			remove_trait = thoth_mk_ii
#			remove_trait = thoth_mk_iii
#			remove_trait = thoth_mk_iv
#			add_trait = thoth_mk_v
#			hidden_tooltip = { character_event = { id = cybernetics.5010 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0
#				NOT = { has_ambition = obj_improve_learning }
#				NOT = { has_ambition = obj_become_spiritual }
#				NOT = { has_job_title = job_spiritual }
#				NOT = { trait = open_minded }
#				NOT = { trait = intellectual }
#			}
#			modifier = {
#				factor = 0
#				OR = {
#					has_ambition = obj_improve_diplomacy
#					has_ambition = obj_improve_martial
#					has_ambition = obj_improve_stewardship
#					has_ambition = obj_improve_intrigue
#				}
#			}
#		}
#	}
#	# Get cybernetic limb
#	get_cybernetic_limb_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			age = 16
#			NOT = { trait = incapable }
#			NOT = { trait = cybernetic_limb }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = severely_injured
#				}
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = one_handed
#				}
#				remove_trait = one_handed
#			}
#			add_trait = cybernetic_limb
#			hidden_tooltip = { character_event = { id = cybernetics.5060 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#				religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#				religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 0
#				NOT = { has_dlc = "Reapers" }
#				NOT = { trait = maimed }
#				NOT = {
#					AND = {
#						OR = {
#							religion = cyberneticist
#							religion = machine_cultist
#							religion = hiver
#						}
#					}
#					trait = radical
#				}
#			}
#			modifier = {
#				factor = 0
#				has_dlc = "Reapers"
#				NOT = { trait = one_handed }
#				NOT = {
#					AND = {
#						OR = {
#							religion = cyberneticist
#							religion = machine_cultist
#							religion = hiver
#						}
#					}
#					trait = radical
#				}
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				NOT = { trait = ambitious
#					trait = brave }
#				NOT = { trait = severely_injured }
#			}
#			modifier = {
#				factor = 0
#				trait = close_minded
#				health = 2
#				NOT = { trait = severely_injured }
#				NOT = { trait = maimed }
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				trait = radical
#			}
#		}
#	}
#	# Get cybernetic leg
#	get_cybernetic_leg_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			has_dlc = "Reapers"
#			age = 16
#			NOT = { trait = incapable }
#			NOT = { trait = cybernetic_leg }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				wealth = 500
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 10
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 5
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -10
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				wealth = -5
#			}
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = severely_injured
#				}
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = one_legged
#				}
#				remove_trait = one_legged
#			}
#			add_trait = cybernetic_leg
#			hidden_tooltip = { character_event = { id = cybernetics.5070 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#				religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#				religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 0
#				has_dlc = "Reapers"
#				NOT = { trait = one_legged }
#				NOT = {
#					AND = {
#						OR = {
#							religion = cyberneticist
#							religion = machine_cultist
#							religion = hiver
#						}
#					}
#					trait = radical
#				}
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				NOT = { trait = ambitious
#					trait = brave }
#				NOT = { trait = severely_injured }
#			}
#			modifier = {
#				factor = 0
#				trait = close_minded
#				health = 2
#				NOT = { trait = severely_injured }
#				NOT = { trait = maimed }
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				trait = radical
#			}
#		}
#	}
#	# Get cybernetic skeleton
#	get_cybernetic_skeleton_decision = {
#		is_high_prio = yes
#		ai_check_interval = 40 
#		potential = {
#			has_dlc = "Reapers"
#			age = 16
#			NOT = { trait = incapable }
#			NOT = { trait = cybernetic_skeleton }
#			prisoner = no
#			OR = {
#				ai = yes
#				has_character_flag = flag_cybernetics_menu_open
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = ROOT }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#		}
#		allow = {
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					wealth = 500
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					wealth = 250
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					wealth = 100
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					wealth = 50
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					wealth = 25
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					wealth = 10
#				}
#			}
#			OR = {
#				religion = taoist
#				trait = ambitious
#					trait = brave
#				piety = 100
#			}
#		}
#		effect = {
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 4 } } }
#				wealth = -500
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				wealth = -250
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				wealth = -100
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				wealth = -50
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				wealth = -25
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 8 } }
#				wealth = -10
#			}
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = severely_injured
#				}
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = mangled
#				}
#				remove_trait = mangled
#			}
#			add_trait = cybernetic_skeleton
#			hidden_tooltip = { character_event = { id = cybernetics.5080 } }
#			if = {
#				limit = {
#					is_landed = yes
#					religion_group = religious_group
#				}
#				piety = -100
#				religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#			}
#			if = {
#				limit = {
#					is_landed = yes
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#				piety = 100
#				religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 0
#				has_dlc = "Reapers"
#				NOT = { trait = mangled }
#				NOT = {
#					AND = {
#						OR = {
#							religion = cyberneticist
#							religion = machine_cultist
#							religion = hiver
#						}
#					}
#					trait = radical
#				}
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				NOT = { trait = ambitious
#					trait = brave }
#				NOT = { trait = severely_injured }
#			}
#			modifier = {
#				factor = 0
#				trait = close_minded
#				health = 2
#				NOT = { trait = severely_injured }
#				NOT = { trait = maimed }
#			}
#			modifier = {
#				factor = 0
#				religion_group = religious_group
#				trait = radical
#			}
#		}
#	}
#}
#targetted_decisions = {
#	# Get dni
#	get_relative_dni_decision = {
#		filter = home_court
#		ai_target_filter = home_court
#		from_potential = {
#			NOT = { trait = incapable }
#			prisoner = no
#		}
#		ai_check_interval = 40 
#		potential = {
#			NOT = { trait = dni }
#			prisoner = no
#			is_landed = no
#			liege = { character = FROM }
#		}
#		allow = {
#			NOT = { FROM = { has_character_flag = flag_busy } }
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				FROM = { wealth = 100 }
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					FROM = { wealth = 50 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					FROM = { wealth = 25 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					FROM = { wealth = 10 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					FROM = { wealth = 5 }
#				}
#				location = { TECH_POPULAR_CUSTOMS = 6 }
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = FROM }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#			FROM = {
#				OR = {
#					religion = taoist
#					trait = ambitious
#					trait = brave
#					piety = 100
#				}
#			}
#			OR = {
#				NOT = { age = 16 }
#				trait = severely_injured
#				trait = incapable
#				opinion = { who = FROM value = 50 }
#			}
#		}
#		effect = {
#			add_trait = dni
#			if = {
#				limit = {
#					OR = {
#						AND = {
#							religion_group = religious_group
#							NOT = { trait = ambitious
#					trait = brave }
#						}
#						trait = spiritual
#					}
#				}
#				opinion = { who = FROM modifier = opinion_never_asked_for_this }
#			}
#			hidden_tooltip = { character_event = { id = cybernetics.5001 } }
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 2 } } }
#				FROM = { wealth = -100 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				FROM = { wealth = -50 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				FROM = { wealth = -25 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				FROM = { wealth = -10 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				FROM = { wealth = -5 }
#			}
#			FROM = {
#				if = {
#					limit = {
#						is_landed = yes
#						religion_group = religious_group
#					}
#					piety = -100
#					religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#				}
#				if = {
#					limit = {
#						is_landed = yes
#						religion = taoist
#						NOT = { religion = bio_directionist }
#					}
#					piety = 100
#					religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#				}
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 5
#				FROM = {
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#			}
#			modifier = {
#				factor = 0.2
#				FROM = {
#					religion_group = religious_group
#					NOT = { trait = ambitious
#					trait = brave }
#				}
#			}
#			modifier = {
#				factor = 2
#				FROM = { trait = friendly }
#			}
#			modifier = {
#				factor = 0.5
#				FROM = { trait = cold }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 100 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 90 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 80 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 70 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 60 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 50 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 40 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 30 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 20 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 10 }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -9 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -19 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -29 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -39 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -49 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -59 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -69 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -79 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -89 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -99 } }
#			}
#		}
#	}
#	# Get cybernetic limb
#	get_relative_cybernetic_limb_decision = {
#		filter = home_court
#		ai_target_filter = home_court
#		from_potential = {
#			NOT = { trait = incapable }
#			prisoner = no
#		}
#		ai_check_interval = 40 
#		potential = {
#			NOT = { trait = cybernetic_limb }
#			prisoner = no
#			is_landed = no
#			liege = { character = FROM }
#		}
#		allow = {
#			NOT = { FROM = { has_character_flag = flag_busy } }
#			NOT = { has_character_flag = flag_busy }
#			OR = {
#				AND = {
#					trait = maimed
#					NOT = { has_dlc = "Reapers" }
#				}
#				trait = one_handed
#			}
#			OR = {
#				FROM = { wealth = 500 }
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					FROM = { wealth = 250 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					FROM = { wealth = 100 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					FROM = { wealth = 50 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					FROM = { wealth = 25 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					FROM = { wealth = 10 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					FROM = { wealth = 5 }
#				}
#			}
#			FROM = {
#				OR = {
#					religion = taoist
#					trait = ambitious
#					trait = brave
#					piety = 100
#				}
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = FROM }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#			OR = {
#				NOT = { age = 16 }
#				trait = severely_injured
#				trait = incapable
#				opinion = { who = FROM value = 50 }
#			}
#		}
#		effect = {
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = severely_injured
#				}
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = one_handed
#				}
#				remove_trait = one_handed
#			}
#			add_trait = cybernetic_limb
#			if = {
#				limit = {
#					OR = {
#						AND = {
#							religion_group = religious_group
#							NOT = { trait = ambitious
#					trait = brave }
#						}
#						trait = spiritual
#					}
#				}
#				opinion = { who = FROM modifier = opinion_never_asked_for_this }
#			}
#			hidden_tooltip = { character_event = { id = cybernetics.5061 } }
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				FROM = { wealth = -500 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				FROM = { wealth = -250 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				FROM = { wealth = -100 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				FROM = { wealth = -50 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				FROM = { wealth = -25 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				FROM = { wealth = -10 }
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				FROM = { wealth = -5 }
#			}
#			FROM = {
#				if = {
#					limit = {
#						is_landed = yes
#						religion_group = religious_group
#					}
#					piety = -100
#					religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#				}
#				if = {
#					limit = {
#						is_landed = yes
#						religion = taoist
#						NOT = { religion = bio_directionist }
#					}
#					piety = 100
#					religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#				}
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 0
#				NOT = { trait = maimed }
#				NOT = { has_dlc = "Reapers" }
#			}
#			modifier = {
#				factor = 0
#				NOT = { trait = one_handed }
#				has_dlc = "Reapers"
#			}
#			modifier = {
#				factor = 5
#				FROM = {
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#			}
#			modifier = {
#				factor = 0.2
#				FROM = {
#					religion_group = religious_group
#					NOT = { trait = ambitious
#					trait = brave }
#				}
#			}
#			modifier = {
#				factor = 2
#				FROM = { trait = friendly }
#			}
#			modifier = {
#				factor = 0.5
#				FROM = { trait = cold }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 100 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 90 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 80 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 70 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 60 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 50 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 40 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 30 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 20 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 10 }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -9 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -19 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -29 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -39 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -49 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -59 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -69 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -79 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -89 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -99 } }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 5 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 4 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 3 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 2 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 1 }
#			}
#		}
#	}
#	# Get cybernetic leg
#	get_relative_cybernetic_leg_decision = {
#		filter = home_court
#		ai_target_filter = home_court
#		from_potential = {
#			NOT = { trait = incapable }
#			prisoner = no
#		}
#		ai_check_interval = 40 
#		potential = {
#			has_dlc = "Reapers"
#			NOT = { trait = cybernetic_leg }
#			prisoner = no
#			is_landed = no
#			liege = { character = FROM }
#		}
#		allow = {
#			NOT = { FROM = { has_character_flag = flag_busy } }
#			NOT = { has_character_flag = flag_busy }
#			trait = one_legged
#			OR = {
#				FROM = { wealth = 500 }
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 1 }
#					FROM = { wealth = 250 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 2 }
#					FROM = { wealth = 100 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					FROM = { wealth = 50 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					FROM = { wealth = 25 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					FROM = { wealth = 10 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					FROM = { wealth = 5 }
#				}
#			}
#			FROM = {
#				OR = {
#					religion = taoist
#					trait = ambitious
#					trait = brave
#					piety = 100
#				}
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = FROM }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#			OR = {
#				NOT = { age = 16 }
#				trait = severely_injured
#				trait = incapable
#				opinion = { who = FROM value = 50 }
#			}
#		}
#		effect = {
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = severely_injured
#				}
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = one_legged
#				}
#				remove_trait = one_legged
#			}
#			add_trait = cybernetic_leg
#			if = {
#				limit = {
#					OR = {
#						AND = {
#							religion_group = religious_group
#							NOT = { trait = ambitious
#					trait = brave }
#						}
#						trait = spiritual
#					}
#				}
#				opinion = { who = FROM modifier = opinion_never_asked_for_this }
#			}
#			hidden_tooltip = { character_event = { id = cybernetics.5071 } }
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 1 } } }
#				FROM = { wealth = -500 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 1
#						NOT = { TECH_POPULAR_CUSTOMS = 2 }
#					}
#				}
#				FROM = { wealth = -250 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 2
#						NOT = { TECH_POPULAR_CUSTOMS = 3 }
#					}
#				}
#				FROM = { wealth = -100 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 3
#						NOT = { TECH_POPULAR_CUSTOMS = 4 }
#					}
#				}
#				FROM = { wealth = -50 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				FROM = { wealth = -25 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				FROM = { wealth = -10 }
#			}
#			if = {
#				limit = { location = { TECH_POPULAR_CUSTOMS = 6 } }
#				FROM = { wealth = -5 }
#			}
#			FROM = {
#				if = {
#					limit = {
#						is_landed = yes
#						religion_group = religious_group
#					}
#					piety = -100
#					religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#				}
#				if = {
#					limit = {
#						is_landed = yes
#						religion = taoist
#						NOT = { religion = bio_directionist }
#					}
#					piety = 100
#					religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#				}
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 0
#				NOT = { trait = one_legged }
#			}
#			modifier = {
#				factor = 5
#				FROM = {
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#			}
#			modifier = {
#				factor = 0.2
#				FROM = {
#					religion_group = religious_group
#					NOT = { trait = ambitious
#					trait = brave }
#				}
#			}
#			modifier = {
#				factor = 2
#				FROM = { trait = friendly }
#			}
#			modifier = {
#				factor = 0.5
#				FROM = { trait = cold }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 100 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 90 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 80 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 70 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 60 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 50 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 40 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 30 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 20 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 10 }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -9 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -19 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -29 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -39 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -49 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -59 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -69 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -79 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -89 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -99 } }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 5 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 4 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 3 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 2 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 1 }
#			}
#		}
#	}
#	# Get cybernetic skeleton
#	get_relative_cybernetic_skeleton_decision = {
#		filter = home_court
#		ai_target_filter = home_court
#		from_potential = {
#			NOT = { trait = incapable }
#			prisoner = no
#		}
#		ai_check_interval = 40 
#		potential = {
#			has_dlc = "Reapers"
#			NOT = { trait = cybernetic_skeleton }
#			prisoner = no
#			is_landed = no
#			liege = { character = FROM }
#		}
#		allow = {
#			NOT = { FROM = { has_character_flag = flag_busy } }
#			NOT = { has_character_flag = flag_busy }
#			trait = mangled
#			OR = {
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 3 }
#					FROM = { wealth = 500 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 4 }
#					FROM = { wealth = 250 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 5 }
#					FROM = { wealth = 100 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 6 }
#					FROM = { wealth = 50 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 7 }
#					FROM = { wealth = 25 }
#				}
#				AND = {
#					location = { TECH_POPULAR_CUSTOMS = 8 }
#					FROM = { wealth = 10 }
#				}
#			}
#			FROM = {
#				OR = {
#					religion = taoist
#					trait = ambitious
#					trait = brave
#					piety = 100
#				}
#			}
#			location = {
#				any_province_lord = {
#					NOT = { war_with = FROM }
#					any_demesne_title = {
#						tier = baron
#						location = { province_id = PREVPREVPREV }
#						has_building = tp_cybernetics_lab_q_1
#					}
#				}
#			}
#			OR = {
#				NOT = { age = 16 }
#				trait = severely_injured
#				trait = incapable
#				opinion = { who = FROM value = 50 }
#			}
#		}
#		effect = {
#			if = {
#				limit = { trait = wounded }
#				remove_trait = wounded
#			}
#			if = {
#				limit = { trait = maimed }
#				remove_trait = maimed
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = severely_injured
#				}
#				remove_trait = severely_injured
#			}
#			if = {
#				limit = {
#					has_dlc = "Reapers"
#					trait = mangled
#				}
#				remove_trait = mangled
#			}
#			add_trait = cybernetic_skeleton
#			if = {
#				limit = {
#					OR = {
#						AND = {
#							religion_group = religious_group
#							NOT = { trait = ambitious
#					trait = brave }
#						}
#						trait = spiritual
#					}
#				}
#				opinion = { who = FROM modifier = opinion_never_asked_for_this }
#			}
#			hidden_tooltip = { character_event = { id = cybernetics.5071 } }
#			if = {
#				limit = { location = { NOT = { TECH_POPULAR_CUSTOMS = 4 } } }
#				FROM = { wealth = -500 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 4
#						NOT = { TECH_POPULAR_CUSTOMS = 5 }
#					}
#				}
#				FROM = { wealth = -250 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 5
#						NOT = { TECH_POPULAR_CUSTOMS = 6 }
#					}
#				}
#				FROM = { wealth = -100 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 6
#						NOT = { TECH_POPULAR_CUSTOMS = 7 }
#					}
#				}
#				FROM = { wealth = -50 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 7
#						NOT = { TECH_POPULAR_CUSTOMS = 8 }
#					}
#				}
#				FROM = { wealth = -25 }
#			}
#			if = {
#				limit = {
#					location = {
#						TECH_POPULAR_CUSTOMS = 8
#					}
#				}
#				FROM = { wealth = -10 }
#			}
#			FROM = {
#				if = {
#					limit = {
#						is_landed = yes
#						religion_group = religious_group
#					}
#					piety = -100
#					religion_authority = { modifier = ruler_cybernetics_bad years = 1 }
#				}
#				if = {
#					limit = {
#						is_landed = yes
#						religion = taoist
#						NOT = { religion = bio_directionist }
#					}
#					piety = 100
#					religion_authority = { modifier = ruler_cybernetics_good years = 1 }
#				}
#			}
#		}
#		ai_will_do = {
#			factor = 1
#			modifier = {
#				factor = 0.1
#			}
#			modifier = {
#				factor = 0
#				NOT = { trait = mangled }
#			}
#			modifier = {
#				factor = 5
#				FROM = {
#					religion = taoist
#					NOT = { religion = bio_directionist }
#				}
#			}
#			modifier = {
#				factor = 0.2
#				FROM = {
#					religion_group = religious_group
#					NOT = { trait = ambitious
#					trait = brave }
#				}
#			}
#			modifier = {
#				factor = 2
#				FROM = { trait = friendly }
#			}
#			modifier = {
#				factor = 0.5
#				FROM = { trait = cold }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 100 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 90 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 80 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 70 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 60 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 50 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 40 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 30 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 20 }
#			}
#			modifier = {
#				factor = 1.25
#				reverse_opinion = { who = FROM value = 10 }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -9 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -19 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -29 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -39 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -49 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -59 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -69 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -79 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -89 } }
#			}
#			modifier = {
#				factor = 0.8
#				NOT = { reverse_opinion = { who = FROM value = -99 } }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 5 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 4 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 3 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 2 }
#			}
#			modifier = {
#				factor = 2
#				NOT = { health = 1 }
#			}
#		}
#	}
#}
#