decisions = {


	# # Wonder Retinue # Redundant?
	# cow_recruit_wonder_guard = {
		# only_independent = yes
		# is_high_prio = yes
		# ai_check_interval = 12

		# potential = {
			# is_playable = yes
			# NOT = { has_earmarked_regiments = wonder_guard }
			# any_realm_wonder_upgrade = {
				# has_wonder_upgrade = upgrade_cow_retinue
				# is_active = yes
			# }
		# }
		# allow = {
			# wealth = 100
		# }
		# effect = {
			# wealth = -100
			# random_realm_wonder_upgrade = {
				# limit = {
					# has_wonder_upgrade = upgrade_cow_retinue
					# is_active = yes
				# }
				# wonder = { save_event_target_as = the_wonder }
			# }
			# event_target:the_wonder = {
				# show_scope_change = no
				# location = {
					# show_scope_change = no
					# PREVPREV = {
						# show_scope_change = no 
						# spawn_unit = {
							# owner = ROOT
							# province = PREV
							# home = PREV
							# earmark = wonder_guard
							# troops = {
								# light_infantry = { 1000 1000 }
								# heavy_infantry = { 500 500 }
							# }
							# attrition = 1.0
							# maintenance_multiplier = 0.5
						# }
					# }
				# }
			# }
		# }
		# ai_will_do = {
			# factor = 1
			# modifier = {
				# factor = 0
				# NOT = {
					# any_war = {
						# OR = {
							# defender = { character = ROOT }
							# attacker = { character = ROOT }
						# }
					# }
				# }
			# }
		# }
	# }


	# Training Academy Hero
	cow_recruit_academy_hero = {
		only_independent = yes
		is_high_prio = yes


		potential = {
			is_playable = yes
			any_realm_wonder_upgrade = {
				has_wonder_upgrade = upgrade_cow_training_academy
				is_active = yes
			}			
		}
		allow = {
			is_inaccessible_trigger = no
			custom_tooltip = {
				text = has_not_recruited_in_5_years_TT
				hidden_tooltip = {
					OR = {
						NOT = { has_character_flag = recruited_academy_hero }
						had_character_flag = { flag = recruited_academy_hero days = 1825 }
					}
				}
			}
		}

		effect = {
			random_realm_wonder_upgrade = {
				limit = {
					has_wonder_upgrade = upgrade_cow_training_academy
					is_active = yes
				}
				save_event_target_as = train_academy
				wonder = { save_event_target_as = wonder_target }
			}
			hidden_effect = { 
				set_character_flag = recruited_academy_hero	

				spawn_good_commander_effect = yes	

				new_character = {
					random_list = {
						10 = { add_artifact = lance_tier_1_new }
						10 = { add_artifact = sword_tier_1_new }
						10 = { add_artifact = scimitar_tier_1_new }
						10 = { add_artifact = axe_tier_1_new }
						10 = { add_artifact = mace_tier_1_new }
					}	

					add_trait = gladiator
					random_list = {
						10 = { add_trait = robust } 
						10 = { add_trait = duelist }
						10 = { add_trait = impaler }
					}
					
					remove_trait = misguided_warrior
					remove_trait = tough_soldier
					remove_trait = skilled_tactician
					remove_trait = brilliant_strategist			

					random_list = {
						45 = { add_trait = misguided_warrior }
						40 = { add_trait = tough_soldier }
						10 = { add_trait = skilled_tactician }
						5 = { add_trait = brilliant_strategist }
					}
					random_list = {
						10 = { add_trait = aggressive_leader }
						10 = { add_trait = defensive_leader }
						10 = { add_trait = experimenter }
						10 = { add_trait = unyielding_leader }
						10 = { add_trait = flat_terrain_leader }
					}
				}
				character_event = { id = NE.1 }
			}
			custom_tooltip = { text = gladiator_commander_TT }
		}

		ai_will_do = {
			factor = 0
		}
	}


	cow_drink_from_fountain_of_youth = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 6

		potential = {
			is_playable = yes
			any_realm_wonder_upgrade = {
				has_wonder_upgrade = upgrade_cow_fountain_of_youth
				is_active = yes
			}
			NOT = {
				has_game_rule = {
					name = supernatural_events
					value = off
				}
			}
		}
		allow = {
			is_inaccessible_trigger = no
			age = 18
			custom_tooltip = {
				text = has_not_chugged_in_10_years_TT
				hidden_tooltip = {
					NOT = { has_character_modifier = drank_from_fountain_cooldown }
				}
			}
		}
		effect = {
			hidden_effect = {
				add_character_modifier = {
					name = drank_from_fountain_cooldown
					years = 10
					hidden = yes
				}
				character_event = { id = LT.60201 }
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.5 # slow down if you're young
				age < 50
			}
		}
	}

}