decisions = {
	recruit_troops_norse = {
		ai_check_interval = 16

		only_rulers = yes

		potential = {
			has_character_flag = raiding_adventurer
			is_nomadic = no
			ai = yes
			war = no
			realm_levies < 6000

			# Adventurers want to save money after 5 years
			trigger_if = {
				limit = {
					had_character_flag = {
						flag = raiding_adventurer
						years >= 5
					}
				}

				wealth >= 375
			}
			trigger_else = {
				wealth > 25
			}

			trigger_if = {
				limit = {
					year >= 700
					year <  900
				}

				realm_levies < 5500
			}
			trigger_else_if = {
				limit = {
					year >= 900
					year < 1000
				}

				realm_levies < 6100
			}
			trigger_else_if = {
				limit = {
					year >= 1000
					year <  1100
				}

				realm_levies < 6500
			}
			trigger_else_if = {
				limit = {
					year >= 1100
					year <  1150
				}

				realm_levies < 6800
			}
			trigger_else_if = {
				limit = {
					year >= 1150
					year <  1200
				}

				realm_levies < 7100
			}
			trigger_else_if = {
				limit = {
					year >= 1200
					year <  1250
				}

				realm_levies < 8500
			}
			trigger_else = {
				realm_levies < 9800
			}
		}

		effect = {
			wealth = -15

			spawn_unit = {
				province = location
				owner = THIS
				leader = none
				attrition = 0
			#	disband_on_peace = yes
				reinforces = yes
				is_looter = yes
				can_toggle_looting = no
				cannot_inherit = yes
				merge = yes

				troops = {
					light_infantry = { 1 500 }
					heavy_infantry = { 1 40 }
					archers = { 1 200 }
				}
			}

			change_variable = {
				which = global_raiding_adventurer_recruit_troops
				value = 1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	recruit_troops_nomad = {
		ai_check_interval = 16

		only_rulers = yes

		potential = {
			has_character_flag = raiding_adventurer
			has_character_flag = raiding_adventurer_nomad
			ai = yes
			war = no

			# Adventurers want to save money after 5 years
			trigger_if = {
				limit = {
					had_character_flag = {
						flag = raiding_adventurer
						years >= 5
					}
				}

				wealth >= 375
			}
			trigger_else = {
				wealth > 25
			}

			trigger_if = {
				limit = {
					year >= 700
					year <  900
				}

				realm_levies < 4000
			}
			trigger_else_if = {
				limit = {
					year >= 900
					year < 1000
				}

				realm_levies < 4400
			}
			trigger_else_if = {
				limit = {
					year >= 1000
					year <  1100
				}

				realm_levies < 4700
			}
			trigger_else_if = {
				limit = {
					year >= 1100
					year <  1150
				}

				realm_levies < 4900
			}
			trigger_else_if = {
				limit = {
					year >= 1150
					year <  1200
				}

				realm_levies < 5300
			}
			trigger_else_if = {
				limit = {
					year >= 1200
					year <  1250
				}

				realm_levies < 6100
			}
			trigger_else = {
				realm_levies < 7600
			}
		}

		effect = {
			wealth = -15

			spawn_unit = {
				province = location
				owner = THIS
				leader = none
				attrition = 0
				# disband_on_peace = yes
				reinforces = yes
				is_looter = yes
				can_toggle_looting = no
				cannot_inherit = yes
				merge = yes

				troops = {
					light_cavalry = { 1 250 }
					horse_archers = { 1 250 }
				}
			}

			change_variable = {
				which = global_raiding_adventurer_recruit_troops
				value = 1
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	become_genghis_khan = {
		ai_check_interval = 60

		is_high_prio = yes

		only_independent = yes

		potential = {
			has_dlc = "Horse Lords"
			independent = yes
			culture = mongol
			is_nomadic = yes
			NOT = { has_global_flag = mongol_horde_united }
		}

		allow = {
			num_of_count_titles_in_realm >= 35
			prestige >= 1500
		}

		effect = {
			set_global_flag = mongol_horde_united
			set_special_character_title = GENGHIS_KHAN
			prestige = 1000

			add_character_modifier = {
				name = greatest_of_khans
				duration = -1
			}

			if = {
				limit = {
					has_dlc = "Holy Fury"

					NOT = {
						any_owned_bloodline = {
							has_bloodline_flag = genghis_khan_line
							bloodline_is_active_for = PREV
						}
					}
				}

				create_bloodline = {
					type = genghis_khan
				}
			}

			if = {
				limit = {
					e_mongol_empire = {
						has_holder = no
					}
				}

				e_mongol_empire = {
					hidden_effect = {
						activate_title = {
							title = THIS
							status = yes
						}
					}

					grant_title = PREV
					make_primary_title = yes
				}

				any_demesne_title = {
					limit = {
						real_tier = EMPEROR
						is_titular = yes
						NOT = { title = e_mongol_empire }
					}

					hidden_effect = {
						activate_title = {
							title = THIS
							status = no
						}
					}

					destroy_landed_title = THIS
				}
			}

			if = {
				limit = { ai = yes }
				character_event = { id = 60530 } # AI reinforcements
				population = 50000
			}

			narrative_event = { id = 60520 } # Notify everyone
		}

		ai_will_do = {
			factor = 1
		}
	}

	become_genghis_khan_tribal = {
		ai_check_interval = 60

		is_high_prio = yes

		only_independent = yes

		potential = {
			independent = yes
			culture = mongol
			NOT = { has_dlc = "Horse Lords" }
			is_tribal = yes
			NOT = { has_global_flag = mongol_horde_united }
		}

		allow = {
			culture = mongol
			is_tribal = yes
			num_of_count_titles_in_realm >= 35
			prestige >= 1500
		}

		effect = {
			set_global_flag = mongol_horde_united
			set_special_character_title = GENGHIS_KHAN
			prestige = 1000

			add_character_modifier = {
				name = greatest_of_khans
				duration = -1
			}

			if = {
				limit = {
					has_dlc = "Holy Fury"

					NOT = {
						any_owned_bloodline = {
							has_bloodline_flag = genghis_khan_line
							bloodline_is_active_for = PREV
						}
					}
				}

				create_bloodline = {
					type = genghis_khan
				}
			}

			if = {
				limit = {
					e_mongol_empire = {
						has_holder = no
					}
				}

				e_mongol_empire = {
					hidden_effect = {
						activate_title = {
							title = THIS
							status = yes
						}
					}

					grant_title = PREV
					make_primary_title = yes
				}

				any_demesne_title = {
					limit = {
						tier = EMPEROR
						is_titular = yes
						NOT = { title = e_mongol_empire }
					}

					hidden_effect = {
						activate_title = {
							title = THIS
							status = no
						}
					}

					destroy_landed_title = THIS
				}
			}

			if = {
				limit = { ai = yes }
				character_event = { id = 60530 } # AI reinforcements
				population = 50000
			}

			narrative_event = { id = 60520 } # Notify myself

			any_player = {
				limit = { NOT = { character = ROOT } }
				narrative_event = { id = 60520 } # And the world
			}
		}

		ai_will_do = {
			factor = 1
		}
	}
}