
targetted_decisions = {

	decision_break_free = {

		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 6
	
		ai_target_filter = dynasty
		
		from_potential = {
			OR = {
				trait = Lv_4_Soul_Perfection_1
				trait = Lv_4_Soul_Perfection_2
				trait = Lv_4_Soul_Perfection_3
				trait = Lv_5_Soul_Unification_1
				trait = Lv_5_Soul_Unification_2
				trait = Lv_5_Soul_Unification_3
				trait = Lv_6_Undying_Body_1
				trait = Lv_6_Undying_Body_2
				trait = Lv_6_Undying_Body_3
				trait = Lv_7_True_Immortal_1
				trait = Lv_7_True_Immortal_2
				trait = Lv_7_True_Immortal_3
				trait = Lv_8_Immortal_God_1
				trait = Lv_8_Immortal_God_2
				trait = Lv_8_Immortal_God_3
				trait = Lv_9_Ancestral_God_1
				trait = Lv_9_Ancestral_God_2
				trait = Lv_9_Ancestral_God_3
			}
		}
		
		potential = {
			OR = {
				AND = {
					prisoner = yes
					liege = { character = FROM }
					host = { NOT = { character = FROM } }
				}
				AND = {
					is_female = yes
					is_consort = yes
					prisoner = no
					consort = {
						NOT = { character = FROM }
						reverse_has_opinion_modifier = {
							who = ROOT
							modifier = opinion_forced_consort
						}
					}
					is_close_relative = FROM
				}
			}
			NOT = { trait = incapable }
			NOT = { has_character_modifier = failed_escape }
		}
		
		allow = {
			NOT = { character = FROM }
			OR = {
				AND = {
					prisoner = yes
					liege = { character = FROM }
					host = { NOT = { character = FROM } }
				}
				AND = {
					is_female = yes
					is_consort = yes
					prisoner = no
					consort = {
						NOT = { character = FROM }
						reverse_has_opinion_modifier = {
							who = ROOT
							modifier = opinion_forced_consort
						}
					}
					is_close_relative = FROM
				}
			}
			NOT = { trait = incapable }
			NOT = { has_character_modifier = failed_escape }
		}
		
		effect = {
			hidden_tooltip = {
				FROM = {
					opinion = {
						who = ROOT
						modifier = opinion_breaking_out
						months = 12000
					}
					if = {
						limit = { ROOT = { prisoner = yes } }
						character_event = { id = WoL.2200 days = 1 }
					}
					if = {
						limit = { ROOT = { prisoner = no } }
						character_event = { id = WoL.2201 days = 1 }
					}
				}
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1 		# 1 = 100% chance every month (for each allowed target!)
			modifier = {
				factor = 0.5
			}
			modifier = {
				factor = 0
				is_rival = FROM
			}
		}
	}
}