
decisions = {
    ####### Bear conversion
    study_local_particularity = {

        is_high_prio = yes
        ai_check_interval = 60

        only_playable = yes
        potential = {
            OR = {
                has_game_rule = {
                    name = animals_conversion_ways
                    value = animal_decision
                }
                AND = {
                    has_game_rule = {
                        name = animals_conversion_ways
                        value = animal_instant
                    }
                    ai = no
                }
            }
            any_realm_province = {
                OR = {
                    terrain = arctic
                    terrain = mountain
                    terrain = marsh
                    county = {
                        is_holy_site = Bears_religion
                    }
                }
            }
            NOT = { Is_really_animal_trigger = yes }
            had_character_flag = {
                flag = Has_done_bear_animal_researsh
                months > 6
            }
        }

        allow = {
            is_adult = yes
            is_incapable = no
            has_regent = no
            conditional_tooltip = {
                trigger = { has_dlc = "Reapers" }
                has_assigned_minor_title = title_court_physician
            }

            OR = {
                trait = mystic
                lifestyle_traits == 0
            }

            OR = {
                AND = {
                    owns = c_sortavala
                    c_sortavala = {
                       location = {
                           custom_tooltip = {
                               text = NOT_RENCENTLY_RESEARSHED_DEC_CONV_BEAR

                               NOT = { has_province_modifier = Haze_cleared }
                               NOT = { has_province_modifier = Haze_abadonned }
                           }
                        }
                    }
                }
                any_demesne_province = {
                    OR = {
                        terrain = arctic
                        terrain = mountain
                        terrain = marsh
                    }
                    custom_tooltip = {
                        text = NOT_RENCENTLY_RESEARSHED_DEC_CONV_BEAR

                        NOT = { has_province_modifier = Haze_cleared }
                        NOT = { has_province_modifier = Haze_abadonned }
                    }
                }
            }
        }
        effect = {
            clr_character_flag = Has_done_bear_animal_researsh
            set_character_flag = Has_done_bear_animal_researsh
            if = {
                limit = {
                    has_game_rule = {
                        name = animals_conversion_ways
                        value = animal_decision
                    }
                }
                character_event = { id = ani_plus.008 }
            }
            else = {
                random_list = {
                    1 = {
                        trigger = {
                            any_demesne_province = {
                                terrain = arctic
                            }
                        }
                        culture = white_bear
                    }
                    1 = {
                        trigger = {
                            any_demesne_province = {
                                terrain = mountain
                            }
                        }
                        culture = brown_bear
                    }
                    1 = {
                        trigger = {
                            any_demesne_province = {
                                terrain = marsh
                            }
                        }
                        culture = black_bear
                    }
                    fallback = {
                        random_list = {
                            1 = { culture = brown_bear }
                            1 = { culture = black_bear }
                            1 = { culture = white_bear }
                        }
                    }
                }
                add_trait = human_bear
            }
        }
        ai_will_do = {
            factor = 0
        }
    }


    #####Bear religion decision
    # decision made to allow bears to change religion
    adopt_bear_religion = {
        is_high_prio = yes
        ai_check_interval = 8

        potential = {
            culture_group = bear_group
            NOT = { religion = Bears_religion }
            can_change_religion = yes
        }
        allow = {
            is_adult = yes
            culture_group = bear_group
            NOT = { trait = hibernation }
            is_incapable = no
            can_change_religion = yes
        }
        effect = {
            religion = Bears_religion
            if = {
                limit = {
                    OR = {
                        independent = yes
                        liege = { NOT = { religion = Bears_religion } }
                    }
                }
                if = {
                    limit = {
                        has_game_rule = {
                            name = animals_bonus_levy
                            value = Few
                        }
                    }
                    spawn_unit = {
                        province = capital_scope
                        home = capital_scope
                        owner = ROOT
                        leader = none
                        troops = {
                            heavy_infantry = { 1500 1500 }
                        }
                        attrition = 0.1
                        maintenance = no

                    }
                }
                else_if = {
                    limit = {
                        has_game_rule = {
                            name = animals_bonus_levy
                            value = Normal
                        }
                    }
                    spawn_unit = {
                        province = capital_scope
                        home = capital_scope
                        owner = ROOT
                        leader = none
                        troops = {
                            heavy_infantry = { 4000 4000 }
                        }
                        attrition = 0.1
                        maintenance = no

                    }
                }
                else_if = {
                    limit = {
                        has_game_rule = {
                            name = animals_bonus_levy
                            value = Many
                        }
                    }
                    spawn_unit = {
                        province = capital_scope
                        home = capital_scope
                        owner = ROOT
                        leader = none
                        troops = {
                            heavy_infantry = { 10000 10000 }
                        }
                        attrition = 0.1
                        maintenance = no
                    }
                }
            }
            if = {
                limit = {
                    is_feudal = yes
                }
                set_government_type = Bear_feudal_gov
            }
        }


        ai_will_do = {
            factor = 1

            modifier = {
                factor = 0

                independent = no
                liege = {
                    NOT = { religion = Bears_religion }
                }
            }
        }
    }

    # decision to give clan bonus
    set_white_bear_bonus = {
        is_high_prio = yes
        ai_check_interval = 12

        only_playable = yes

        potential = {
            religion = Bears_religion
            culture_group = bear_group
            OR = {
                completely_controls = c_nordlendingafjordungur
                culture = white_bear
            }
            c_nordlendingafjordungur = {
                NOT = { has_title_flag = reinforced_white_bear }
            }
        }
        allow = {
            completely_controls = c_nordlendingafjordungur
        }
        effect = {
            custom_tooltip = {
                text = ANY_WBEARS_BONUSES
                any_character = {
                    limit = {
                        religion = Bears_religion
                        culture = white_bear
                    }
                    add_character_modifier = {
                        name = white_bear_religious_modifier
                        duration = -1
                    }
                }
                c_nordlendingafjordungur = {
                    set_title_flag = reinforced_white_bear
                }
            }
        }
        ai_will_do = {
            factor = 1
        }
    }
    clr_white_bear_bonus = {
        is_high_prio = yes
        ai_check_interval = 12

        only_playable = yes

        potential = {
            c_nordlendingafjordungur = {
                has_title_flag = reinforced_white_bear
            }
            NOT = { religion = Bears_religion }
            NOT = { culture_group = bear_group }
        }
        allow = {
            owns = c_nordlendingafjordungur
        }
        effect = {
            c_nordlendingafjordungur = { clr_title_flag = reinforced_white_bear }
        }
        ai_will_do = {
            factor = 1
        }
    }

    set_brown_bear_bonus = {
        is_high_prio = yes
        ai_check_interval = 12

        only_playable = yes
        potential = {
            religion = Bears_religion
            culture_group = bear_group
            OR = {
                completely_controls = c_sortavala
                culture = brown_bear
            }
            c_sortavala = {
                NOT = { has_title_flag = reinforced_brown_bear }
            }
        }
        allow = {
            completely_controls = c_sortavala
        }
        effect = {
            custom_tooltip = {
                text = ANY_BRBEARS_BONUSES
                any_character = {
                    limit = {
                        religion = Bears_religion
                        culture = brown_bear
                    }
                    add_character_modifier = {
                        name = brown_bear_religious_modifier
                        duration = -1
                    }
                }
                c_sortavala = {
                    set_title_flag = reinforced_brown_bear
                }
            }
        }
        ai_will_do = {
            factor = 1
        }
    }
    clr_brown_bear_bonus = {
        is_high_prio = yes
        ai_check_interval = 12
        only_playable = yes
        potential = {
            c_sortavala = {
                has_title_flag = reinforced_brown_bear
            }
            NOT = { religion = Bears_religion }
            NOT = { culture_group = bear_group }
        }
        allow = {
            owns = c_sortavala
        }
        effect = {
            c_sortavala = { clr_title_flag = reinforced_brown_bear }
        }
        ai_will_do = {
            factor = 1
        }
    }

    set_black_bear_bonus = {
        is_high_prio = yes
        ai_check_interval = 12

        only_playable = yes
        potential = {
            religion = Bears_religion
            culture_group = bear_group
            OR = {
                completely_controls = c_pinsk
                culture = black_bear
            }
            c_pinsk = {
                NOT = { has_title_flag = reinforced_black_bear}
            }
        }
        allow = {
            completely_controls = c_pinsk
        }
        effect = {
            custom_tooltip = {
                text = ANY_BLBEARS_BONUSES
                any_character = {
                    limit = {
                        religion = Bears_religion
                        culture = black_bear
                    }
                    add_character_modifier = {
                        name = black_bear_religious_modifier
                        duration = -1
                    }
                }
                c_pinsk = {
                    set_title_flag = reinforced_black_bear
                }
            }
        }
        ai_will_do = {
            factor = 1
        }
    }
    clr_black_bear_bonus = {
        is_high_prio = yes
        ai_check_interval = 12
        only_playable = yes
        potential = {
            c_pinsk = {
                has_title_flag = reinforced_black_bear
            }
            NOT = { religion = Bears_religion }
            NOT = { culture_group = bear_group }
        }
        allow = {
            owns = c_pinsk
        }
        effect = {
            c_pinsk = { clr_title_flag = reinforced_black_bear }
        }
        ai_will_do = {
            factor = 1
        }
    }


    #####global decision: c_dyrrachion autority additionnal bonus
    set_animal_religious_autority = {
        is_high_prio = yes
        ai_check_interval = 30

        only_playable = yes
        potential = {
            religion_group = Animals_grups
            c_dyrrachion = {
                location = {
                    NOT = { has_province_modifier = holy_autority_animal_cooldown }
                }
            }
            NOT = { government = dragon_tribal_gov }
        }
        allow = {
            completely_controls = c_dyrrachion
            c_dyrrachion = {
                location = {
                    has_temple = yes
                }
            }
        }
        effect = {
            religion_authority = {
                modifier = animal_central_holy_site  #religious autority since putting conversion speed is hard in ck2
            }
            hidden_effect = {
                c_dyrrachion = {
                    location = {
                        add_province_modifier = {
                            name = holy_autority_animal_cooldown
                            years = 10
                            hidden = yes
                        }
                    }
                }
            }
        }
        ai_will_do = {
            factor = 1
        }
    }


    #####bear government decision
    organize_bear_succession_tournament = {
        is_high_prio = yes
        ai_check_interval = 12

        only_playable = yes

        potential = {
            government = Bear_feudal_gov
        }
        allow = {
            custom_tooltip = {
                text = HAS_BEAR_CHILD_COMPETITOR
                any_child = {
                    NOT = { is_heir = PREV }
                    age = 6
                    Is_potential_child_succession_trigger = yes
                    OR = {
                        NOR = {
                            trait = succession_bear_heritage_winner
                            trait = succession_bear_heritage_looser
                        }
                        any_child_even_if_dead = {
                            trait = succession_bear_heritage_winner
                            is_alive = no
                        }
                    }
                }
                any_child = {
                    is_heir = yes
                    is_adult = yes
                }
            }
            OR = {
                custom_tooltip = {
                    text = NOT_ORGANIZED_SUCC_TOUR_COOLDOWN
                    NOT = { has_character_modifier = bear_succession_tournament_cooldown }
                }
                custom_tooltip = {
                    text = LEGITIME_BEAR_SUCCESSOR_DEAD
                    any_child_even_if_dead = {
                        trait = succession_bear_heritage_winner
                        is_alive = no
                    }
                }
            }
            conditional_tooltip = { # wealth is enough
                trigger = {
                    real_tier = COUNT
                }
                wealth = 50
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = DUKE
                }
                wealth = 150
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = KING
                }
                wealth = 350
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = EMPEROR
                }
                wealth = 750
            }
            has_regent = no #not possible to organize something while hiberning or similar
        }
        effect = {
            hidden_tooltip = {
                add_character_modifier = {
                    name = bear_succession_tournament_cooldown
                    hidden = yes
                    years = 4
                }
            }
            if = {
                limit = {
                    real_tier = COUNT
                }
                wealth = -50
            }
            else_if = {
                limit = {
                    real_tier = DUKE
                }
                wealth = -150
            }
            else_if = {
                limit = {
                    real_tier = KING
                }
                wealth = -350
            }
            else_if = {
                limit = {
                    real_tier = EMPEROR
                }
                wealth = -750
            }
            hidden_tooltip = {
                if = {
                    limit = {
                        any_child_even_if_dead = {
                            trait = succession_bear_heritage_winner
                            is_alive = no
                        }
                    }
                    any_child_even_if_dead = {
                        remove_trait = succession_bear_heritage_looser
                        remove_trait = succession_bear_heritage_winner
                    }
                }
                else = {
                    any_child = {
                        remove_trait = succession_bear_heritage_winner
                    }
                }
            }
            character_event = { id = ani_plus.032 }
        }
        ai_will_do = { ###will be doing it later
            factor = 0.1
        }
    }

    Become_bear_tributary = {
        is_high_prio = yes
        ai_check_interval = 7

        only_playable = yes

        potential = {
            independent = no
            government = Bear_feudal_gov
            liege = { government = Bear_feudal_gov }
        }
        allow = {
            war = no
            is_adult = yes
            is_incapable = no
            NOR = {
                dynasty = liege
                #maybe future servant bloodline
                custom_tooltip = {
                    text = CLOSE_RELATIVE_FAMILY
                    OR = {
                        any_close_relative = {
                            ROOT = {
                                liege = {
                                    dynasty = PREVPREV
                                }
                            }
                        }
                        any_spouse = {
                            ROOT = {
                                liege = {
                                    dynasty = PREVPREV
                                }
                            }
                        }
                    }
                }
            }
            custom_tooltip = {
                text = ONLY_ONE_TITLE_RANK_VASSAL
                OR = {
                    tier = KING
                    AND = {
                        tier = DUKE
                        liege = {
                            tier = KING
                        }
                    }
                    AND = {
                        tier = COUNT
                        liege = {
                            tier = DUKE
                        }
                    }
                }
            }
        }
        effect = {
            liege = {
                hidden_effect = {
                    ROOT = {
                        set_defacto_liege = ROOT
                    }
                }

                make_tributary = {
                    who = ROOT
                    tributary_type = bear_tributary
                }
                hidden_effect = {
                    if = {
                        limit = {
                            independent = no
                        }
                        liege = {
                             ROOT = {
                                 set_defacto_liege = PREV
                             }
                        }
                    }
                }
                letter_event = {id = ani_plus.036}
            }
        }
        ai_will_do = {
            factor = 1

            modifier = {
                factor = 0.01

                trait = content
            }
            modifier = {
                factor = 0.05

                de_jure_liege = liege
            }
        }
    }
    Become_bear_vassal = {
        is_high_prio = yes
        ai_check_interval = 1

        only_playable = yes
        only_independent = no

        potential = {
            is_tributary = {
                type = bear_tributary
            }
        }
        allow = {
            war = no
            is_adult = yes
            is_incapable = no
        }
        effect = {
            suzerain = {
                remove_tributary = PREV

                set_character_flag = Stopping_tributary_notification
                letter_event = { id = ani_plus.036 }
            }
        }
        ai_will_do = {
            factor = 1

            modifier = {
                factor = 0
                NOR = {
                    suzerain = {
                        dynasty = PREV
                    }
                    any_close_relative = {
                        ROOT = {
                            suzerain = {
                                dynasty = PREVPREV
                            }
                        }
                    }
                    any_spouse = {
                        ROOT = {
                            suzerain = {
                                dynasty = PREVPREV
                            }
                        }
                    }
                    trait = content
                    de_jure_liege = suzerain
                }
            }
            modifier = {
                factor = 0.35
                OR = {
                    trait = content
                    de_jure_liege = suzerain
                }
                NOR = {
                    suzerain = {
                        dynasty = PREV
                    }
                    any_close_relative = {
                        ROOT = {
                            suzerain = {
                                dynasty = PREVPREV
                            }
                        }
                    }
                    any_spouse = {
                        ROOT = {
                            suzerain = {
                                dynasty = PREVPREV
                            }
                        }
                    }
                }
            }
            modifier = {
                factor = 0.65
                OR = {
                    suzerain = {
                        dynasty = PREV
                    }
                    any_close_relative = {
                        ROOT = {
                            suzerain = {
                                dynasty = PREVPREV
                            }
                        }
                    }
                    any_spouse = {
                        ROOT = {
                            suzerain = {
                                dynasty = PREVPREV
                            }
                        }
                    }
                }
                NOR = {
                    trait = content
                    de_jure_liege = suzerain
                }
            }

            modifier = {
                factor = 0.25
                OR = {
                    trait = ambitious
                    trait = greedy
                    trait = envious
                }
            }
            modifier = {
                factor = 0.75

                trait = stubborn
            }
        }
    }


    ##### getting bear transformation bloodline
    Affirm_your_human_bear_ability = {
        is_high_prio = yes
        ai_check_interval = 60 #5 years

        only_playable = yes
        potential = {
            culture_group = bear_group
            trait = human_bear
            NOT = { has_bear_converter_bloodline_trigger = yes }
            has_dlc = "Holy Fury"
        }
        allow = {
            trait = human_bear
            OR = {
                father = {
                    trait = human_bear
                    OR = {
                        father = { trait = human_bear }
                        mother = { trait = human_bear }
                    }
                }
                mother = {
                    trait = human_bear
                    OR = {
                        father = { trait = human_bear }
                        mother = { trait = human_bear }
                    }
                }
            }
        }

        effect = {
            create_bloodline = {
                type = Bear_Converter_bloodline
                allow_bastards = yes
            }
        }
        ai_will_do = {
            factor = 1
        }
    }


    ##create bear holy order (decision created on hedgehogg update (version 2.0 ))
    create_artic_fighter = {
        only_playable = yes
        ai_check_interval = 30

        is_high_prio = yes

        potential = {
            NOT = { is_title_active = d_polar_fighter }
            independent = yes
            religion = Bears_religion
            culture_group = bear_group
            NOT = {	has_alternate_start_parameter = { key = religion_names value = random } }
        }
        allow = {
            higher_tier_than = DUKE
            war = no
            piety = 350
        }
        effect = {
            piety = -350
            prestige = 600
            custom_tooltip = {
                text = CREATED_HOLY_ORDER_ANIMAL_TOOLTIP

                activate_title = { title = d_polar_fighter status = yes }
                create_character = {
                    random_traits = no
                    dynasty = random
                    religion = ROOT
                    culture = white_bear
                    female = no
                    age = 25
                    trait = brilliant_strategist
                    trait = zealous
                    trait = humble
                    trait = ambitious
                    trait = strategist
                    trait = holy_warrior
                }
                new_character = {
                    wealth = 500
                    d_polar_fighter = {
                        grant_title = PREV
                    }
                    set_government_type = order_government
                    create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 20
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 19
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 18
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 17
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 16
					}
                }
                any_player = {
                    narrative_event = { id = ani_plus.070 }
                }
            }
        }
        ai_will_do = {
            factor = 1

            modifier = {
                factor = 0.4
            }
            modifier = {
                factor = 0.5
                trait = cynical
            }
        }
    }
}

targetted_decisions = {

    ###human bear trait conversion
    human_bear_conversion_power = {

        is_high_prio = no
        ai_check_interval = 6
        filter = sub_realm_including_me
        ai_target_filter = sub_realm_including_me
        only_rulers = yes

        from_potential = {
            OR = {
                has_bear_converter_bloodline_trigger = yes
                trait = human_bear
            }
            OR = {
                culture_group = bear_group
                character = ROOT
            }
        }
        potential = {
            NOT = { culture_group = bear_group }
        }
        allow = {
            is_ill = no
            custom_tooltip = {
                text = NOT_IN_TRANSFORMATION
                NOT = { has_character_flag = In_illness_bear_conversion }
            }
            NOT = {trait = infirm}
            has_regent = no
            OR = {
                liege = {
                    culture_group = FROM
                }
                NOT = { FROM = { culture_group = bear_group } }
            }
            conditional_tooltip = {
                trigger = {
                    is_landed = no
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = 50
                    prestige = 100
                }
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = BARON
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = 100
                    prestige = 200
                }
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = COUNT
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = 150
                    prestige = 300
                }
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = DUKE
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = 250
                    prestige = 500
                }
            }
            conditional_tooltip = {
                trigger = {
                    real_tier = KING
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = 500
                    prestige = 1000
                }
            }
        }

        effect = {
            if = {
                limit = {
                    FROM = { culture = white_bear }
                }
                set_character_flag = animal_white_bear_transformation
            }
            else_if = {
                limit = {
                    FROM = { culture = brown_bear }
                }
                set_character_flag = animal_brown_bear_transformation
            }
            else_if = {
                limit = {
                    FROM = { culture = black_bear }
                }
                set_character_flag = animal_black_bear_transformation
            }
            else = {
                random_list = {
                    1 = { set_character_flag = animal_white_bear_transformation }
                    1 = { set_character_flag = animal_brown_bear_transformation }
                    1 = { set_character_flag = animal_black_bear_transformation }
                }
            }
            character_event = { id = ani_plus.022 days = 14 random = 21 }
            if = {
                limit = {
                    is_landed = no
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = -50
                    prestige = -100
                }
            }
            else_if = {
                limit = {
                    real_tier = BARON
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = -100
                    prestige = -200
                }
            }
            else_if = {
                limit = {
                    real_tier = COUNT
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = -150
                    prestige = -300
                }
            }
            else_if = {
                limit = {
                    real_tier = DUKE
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = -250
                    prestige = -500
                }
            }
            else_if  = {
                limit = {
                    NOT = { FROM = {culture_group = bear_group } }
                }
                FROM = {
                    piety = -500
                    prestige = -1000
                }
            }
        }
        ai_will_do = {
            factor = 1

            modifier = {
                factor = 0.1
                NOT = { FROM = { culture_group = bear_group } }
            }
        }
    }

    #giving religious right without tributary
    giving_animal_religious_right = {
        is_high_prio = no
        ai_check_interval = 12

        filter = vassals
        ai_target_filter = vassals
        only_rulers = yes

        from_potential = {
            NOT = {
                religion = ROOT
            }
            religion_group = Animals_grups
            is_theocracy = yes
            OR = {
                independent = yes
                AND = {
                    liege = { religion = PREV }
                    top_liege = { religion = PREV }
                }
            }
        }
        potential = {
            NOT = { trait = bear_religious_right }
            is_playable = yes
        }
        allow = {
            NOT = {
                trait = bear_religious_right
            }
        }
        effect = {
            add_trait = bear_religious_right
        }
        ai_will_do = {
            factor = 1

            modifier = {
                factor = 0

                NOT = {
                    reverse_opinion = {
                        who = FROM
                        value = 100
                    }
                }
            }
        }
    }
}

title_decisions  = {

    province_bear_conversion = {
        is_high_prio = yes
        ai_check_interval = 24

        filter = sub_realm_owned
        ai_target_filter = sub_realm_owned
        only_playable = yes

        potential = {
            tier = COUNT
            owner = { culture_group = bear_group }
            location = { has_not_bear_province_conversion_trigger = yes }
            OR = {
                AND = {
                    c_besancon = {
                        location = {
                            religion = Bears_religion
                        }
                    }
                    FROM = { religion = Bears_religion }
                }
                AND = {
                    OR = {
                        FROM = { trait = human_bear }
                        has_bear_converter_bloodline_trigger = yes
                    }
                    FROM = { culture_group = bear_group }
                }
            }
        }
        allow = {
            FROM = {
                is_adult = yes
                is_incapable = no
                conditional_tooltip = {
                    trigger = {
                        NAND = {
                            c_besancon = {
                                location = {
                                    religion = Bears_religion
                                }
                            }
                            religion = Bears_religion
                        }
                    }
                    piety = 400
                }
                conditional_tooltip = {
                    trigger = {
                        OR = {
                            trait = human_bear
                            has_bear_converter_bloodline_trigger = yes
                        }
                    }
                    prestige = 500
                }
                conditional_tooltip = {
                    trigger = {
                        NOR = {
                            trait = human_bear
                            has_bear_converter_bloodline_trigger = yes
                        }
                    }
                    prestige = 1000
                }
            }
        }

        effect = {
            FROM = {
                if = {
                    limit = {
                        NAND = {
                            c_besancon = {
                                location = {
                                    religion = Bears_religion
                                }
                            }
                            religion = Bears_religion
                        }
                    }
                    piety = -400
                }

                if = {
                    limit = {
                        OR = {
                            trait = human_bear
                            has_bear_converter_bloodline_trigger = yes
                        }
                    }
                    prestige = -500
                    if = {
                        limit = {
                            culture = white_bear
                        }
                        ROOT = { location = { set_province_flag = white_flag_province_conversion } }
                    }
                    else_if = {
                        limit = {
                            culture = black_bear
                        }
                        ROOT = { location = { set_province_flag = black_flag_province_conversion } }
                    }
                    else = {
                        ROOT = { location = { set_province_flag = brown_flag_province_conversion } }
                    }
                }
                else = {
                    prestige = -1000
                    ROOT = {
                        location = {
                            random_list = {
                                1 = { set_province_flag = white_flag_province_conversion }
                                1 = { set_province_flag = brown_flag_province_conversion }
                                1 = { set_province_flag = black_flag_province_conversion }
                            }
                        }
                    }
                }
            }
            location = { province_event = { id = ani_plus.027 days = 7 random = 21 } }
        }
        ai_will_do = { factor = 0.5 }
    }

    implant_bear_clan = {
        is_high_prio = no
        ai_check_interval = 50

        filter = sub_realm_owned
        ai_target_filter = sub_realm_owned
        only_playable = yes
        potential = {
            tier = COUNT
            OR = {
                AND = {
                    FROM = { culture = white_bear }
                    NOT = { location = { culture = white_bear } }
                    # FROM = { religion = Bears_religion}
                    c_nordlendingafjordungur = {
                        location = {
                            religion = Bears_religion
                        }
                    }
                }
                AND = {
                    FROM = { culture = black_bear }
                    NOT = { location = { culture = black_bear } }
                    # FROM = { religion = Bears_religion}
                    c_pinsk = {
                        location = {
                            religion = Bears_religion
                        }
                    }
                }
                AND = {
                    FROM = { culture = brown_bear }
                    NOT = { location = { culture = brown_bear } }
                    # FROM = { religion = Bears_religion}
                    c_sortavala = {
                        location = {
                            religion = Bears_religion
                        }
                    }
                }
            }
        }
        allow = {
            c_dyrrachion = {
                location = {
                    religion = Bears_religion
                }
                holder_scope = {
                    religion = Bears_religion
                }
            }
            FROM = {
                religion = Bears_religion
                piety = 250
                is_adult = yes
                is_incapable = no
                war = no
            }
        }

        effect = {
            FROM = { piety = -250 }
            location = {
                add_province_modifier = {
                    name = bear_province_attack
                    days = 32
                }
                province_event = { id = ani_plus.028 months = 1 }
            }
        }
        ai_will_do = { factor = 0.8 }
    }

    # chase_bear_on_province = { moved on panda_decision
    # }

    build_theodosian_wall = {
        is_high_prio = no
        ai_check_interval = 240 #20 years -> only on conquest

        filter = owned
        ai_target_filter = owned
        only_playable = yes

        potential = {
            tier = COUNT
            location = {
                has_building = ca_ani_castle_tower_01
            }
            FROM = { NOT = { Is_really_animal_trigger = yes }}
        }
        allow = {
            has_building = ca_ani_castle_tower_04
            holder_scope = {
                war = no
                wealth = 1000
            }
            location = {
                NOT = { Is_really_animal_trigger = yes }
            }
            custom_tooltip = {
                text = NOT_IN_BIG_BUILDINGS_CONSTRUCTION
                location = {
                    NOR = {
                        has_province_flag = theodosian_wall_construction
                        has_province_flag = Ydragsil_construction
                        has_province_flag = golden_wall_construction
                        has_province_flag = animal_library_construction
                    }
                }
            }
        }

        effect = {
            holder_scope = {
                wealth = -1000
            }

            location = {
                set_province_flag = theodosian_wall_construction

                province_event = { id = ani_plus.029 }
            }
        }

        ai_will_do = { factor = 0.99 }
    }
    build_Ydragsil_tree = {
        is_high_prio = no
        ai_check_interval = 240 #20 years -> only on conquest

        filter = owned
        ai_target_filter = owned
        only_playable = yes

        potential = {
            tier = COUNT
            location = {
                has_building = ca_ani_castle_tower_01
            }
            FROM = { NOT = { Is_really_animal_trigger = yes }}
        }
        allow = {
            has_building = ca_ani_castle_tower_08
            holder_scope = {
                war = no
                wealth = 2000
            }
            location = {
                NOT = { Is_really_animal_trigger = yes }
            }
            custom_tooltip = {
                text = NOT_IN_BIG_BUILDINGS_CONSTRUCTION
                location = {
                    NOR = {
                        has_province_flag = theodosian_wall_construction
                        has_province_flag = Ydragsil_construction
                        has_province_flag = golden_wall_construction
                        has_province_flag = animal_library_construction
                    }
                }
            }
        }

        effect = {
            holder_scope = {
                wealth = -2000
            }
            location = {
                set_province_flag = Ydragsil_construction

                province_event = { id = ani_plus.029 }
            }
        }

        ai_will_do = { factor = 0.99 }
    }
    build_golden_wall = {
        is_high_prio = no
        ai_check_interval = 240 #20 years -> only on conquest

        filter = owned
        ai_target_filter = owned
        only_playable = yes

        potential = {
            tier = COUNT
            location = {
                has_building = ca_ani_castle_tower_01
            }
            FROM = { NOT = { Is_really_animal_trigger = yes }}
        }
        allow = {
            has_building = ca_ani_castle_tower_12
            holder_scope = {
                war = no
                wealth = 3000
            }
            location = {
                NOT = { Is_really_animal_trigger = yes }
            }
            custom_tooltip = {
                text = NOT_IN_BIG_BUILDINGS_CONSTRUCTION
                location = {
                    NOR = {
                        has_province_flag = theodosian_wall_construction
                        has_province_flag = Ydragsil_construction
                        has_province_flag = golden_wall_construction
                        has_province_flag = animal_library_construction
                    }
                }
            }
        }

        effect = {
            holder_scope = {
                wealth = -3000
            }
            location = {
                set_province_flag = golden_wall_construction

                province_event = { id = ani_plus.029 }
            }
        }

        ai_will_do = { factor = 0.99 }
    }
    build_animal_library = {
        is_high_prio = no
        ai_check_interval = 240 #20 years -> only on conquest

        filter = owned
        ai_target_filter = owned
        only_playable = yes

        potential = {
            tier = COUNT
            location = {
                has_building = ca_ani_castle_tower_01
            }
            FROM = { NOT = { Is_really_animal_trigger = yes }}
        }
        allow = {
            has_building = ca_ani_castle_tower_16
            holder_scope = {
                war = no
                wealth = 4000
            }
            location = {
                NOT = { Is_really_animal_trigger = yes }
            }
            custom_tooltip = {
                text = NOT_IN_BIG_BUILDINGS_CONSTRUCTION
                location = {
                    NOR = {
                        has_province_flag = theodosian_wall_construction
                        has_province_flag = Ydragsil_construction
                        has_province_flag = golden_wall_construction
                        has_province_flag = animal_library_construction
                    }
                }
            }
        }

        effect = {
            holder_scope = {
                wealth = -4000
            }
            location = {
                set_province_flag = animal_library_construction

                province_event = { id = ani_plus.029 }
            }
        }

        ai_will_do = { factor = 0.99 }
    }
}
