decisions = {
	select_patron_deity_tribunal = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			NOR = {
				trait = patron_verios
				trait = patron_reanna
				trait = patron_al_setep		
			}
			religion = elven_tribunal
			NOT = { has_character_flag = selecting_patron_deity }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			piety = 100
		}
		effect = {
			custom_tooltip = {
				text = choose_patron_deity
			}
			hidden_tooltip = {
				character_event = { id = EADRE.1 }
				set_character_flag = selecting_patron_deity
				add_character_modifier = { modifier = picked_dark_elven_patron_god_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	change_patron_deity_tribunal = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			OR = {
				trait = patron_verios
				trait = patron_reanna
				trait = patron_al_setep		
			}
			religion = elven_tribunal
			NOT = { has_character_flag = selecting_patron_deity }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			custom_tooltip = { text = pagan_branch_timer 
				hidden_tooltip = { NOT = { has_character_modifier = picked_dark_elven_patron_god_cooldown } } 
			}
		}
		effect = {
			custom_tooltip = {
				text = choose_patron_deity
			}
			hidden_tooltip = {
				character_event = { id = EADRE.1 }
				set_character_flag = selecting_patron_deity
				add_character_modifier = { modifier = picked_dark_elven_patron_god_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	select_patron_deity_true_tribunal = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			NOR = {
				trait = patron_aleret
				trait = patron_mali_ra
				trait = patron_berat_tashi		
			}
			religion = elven_tribunal_heresy
			NOT = { has_character_flag = selecting_patron_deity }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			piety = 100
		}
		effect = {
			custom_tooltip = {
				text = choose_patron_deity
			}
			hidden_tooltip = {
				character_event = { id = EADRE.3 }
				set_character_flag = selecting_patron_deity
				add_character_modifier = { modifier = picked_dark_elven_patron_god_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	change_patron_deity_true_tribunal = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			OR = {
				trait = patron_aleret
				trait = patron_mali_ra
				trait = patron_berat_tashi		
			}
			religion = elven_tribunal_heresy
			NOT = { has_character_flag = selecting_patron_deity }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			custom_tooltip = { text = pagan_branch_timer 
				hidden_tooltip = { NOT = { has_character_modifier = picked_dark_elven_patron_god_cooldown } } 
			}
		}
		effect = {
			custom_tooltip = {
				text = choose_patron_deity
			}
			hidden_tooltip = {
				character_event = { id = EADRE.3 }
				set_character_flag = selecting_patron_deity
				add_character_modifier = { modifier = picked_dark_elven_patron_god_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	select_patron_saint_tribunal = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			NOR = {
				has_character_modifier = saint_veros
				has_character_modifier = saint_navruz
				has_character_modifier = saint_resin
                has_character_modifier = saint_oros
				has_character_modifier = saint_neris
				has_character_modifier = saint_lloris				
			}
			OR = { 
			    religion = elven_tribunal 
			    religion = elven_tribunal_heresy
			}
			NOT = { has_character_flag = selecting_patron_saint }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			piety = 100
		}
		effect = {
			custom_tooltip = {
				text = choose_patron_saint
			}
			hidden_tooltip = {
				character_event = { id = EADRE.5 }
				set_character_flag = selecting_patron_saint
				add_character_modifier = { modifier = picked_dark_elven_patron_saint_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	change_patron_saint_tribunal = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			OR = {
				has_character_modifier = saint_veros
				has_character_modifier = saint_navruz
				has_character_modifier = saint_resin
                has_character_modifier = saint_oros
				has_character_modifier = saint_neris
				has_character_modifier = saint_lloris		
			}
			OR = { 
			    religion = elven_tribunal 
			    religion = elven_tribunal_heresy
			}
			NOT = { has_character_flag = selecting_patron_saint }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			custom_tooltip = { text = pagan_branch_timer 
				hidden_tooltip = { NOT = { has_character_modifier = picked_dark_elven_patron_saint_cooldown } } 
			}
		}
		effect = {
			custom_tooltip = {
				text = choose_patron_saint
			}
			hidden_tooltip = {
				character_event = { id = EADRE.3 }
				set_character_flag = selecting_patron_saint
				add_character_modifier = { modifier = picked_dark_elven_patron_saint_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	select_dark_dwarven_school = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			NOR = {
				trait = school_nchar_ashdaar
				trait = school_nchuad_ashdaar
				trait = school_nzar_ashdaar		
			}
			religion = dwarven_dwemer
			NOT = { has_character_flag = selecting_patron_deity }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			piety = 100
		}
		effect = {
			#custom_tooltip = {
			#	text = choose_patron_deity
			#}
			character_event = { id = EADRE.8 }
			set_character_flag = selecting_patron_deity
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	change_dark_dwarven_school = {
		ai_check_interval = 36
		
		potential = {
			age = 16
			NOR = { 
				trait = incapable
				trait = infirm
				trait = possessed 
			}
			OR = {
				trait = school_nchar_ashdaar
				trait = school_nchuad_ashdaar
				trait = school_nzar_ashdaar	
			}
			religion = dwarven_dwemer
			NOT = { has_character_flag = selecting_patron_deity }
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			hidden_tooltip = { NOT = { has_character_modifier = picked_dark_elven_patron_god_cooldown } } 
		}
		effect = {
			#custom_tooltip = {
			#	text = choose_patron_deity
			#}
			hidden_tooltip = {
				character_event = { id = EADRE.8 }
				set_character_flag = selecting_patron_deity
				add_character_modifier = { modifier = picked_dark_elven_patron_god_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}
	
	ancestor_worship_dwarven = {
		only_playable = yes
		is_high_prio = yes 
		ai_check_interval = 12

		potential = {
			is_playable = yes
			is_landed = yes
			is_adult = yes
			prisoner = no
			religion = dwarven
		}

		allow = {
			war = no
			custom_tooltip = {
				text = UNOCCUPIED_DEMESNE_TITLE
				hidden_tooltip = {
					any_demesne_title = {
						NOT = { higher_tier_than = count }
						is_occupied = no
					}
				}
			}
			NOT = { is_inaccessible_trigger = yes }
			custom_tooltip = {
				text = is_not_busy_trigger_tooltip
				hidden_tooltip = { NOT = { has_character_flag = do_not_disturb } }
			}
			custom_tooltip = {
				text = worship_cooldown_tooltip
				hidden_tooltip = { NOT = { has_character_modifier = worshipped_ancestors_timer } }
			}
		}

		effect = {
			set_character_flag = recent_minor_decision
			set_character_flag = do_not_disturb
			custom_tooltip = {
				text = prepare_worship_ancestors
				hidden_tooltip = { 
					character_event = { id = EaDAW.7000 } 
					add_character_modifier = {
						name = worshipped_ancestors_timer
						years = 10
						hidden = yes
					}
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0.1
			
			modifier = {
				factor = 0.01
				trait = cynical
			}
			modifier = {
				factor = 5
				trait = zealous
			}	
			modifier = {
				factor = 0
				has_character_flag = recent_minor_decision
				NOT = {
					had_character_flag = {
						flag = recent_minor_decision
						days = 730
					}
				}
			}
		}
	}
	
	elven_sympathy_decision = {
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 20 #check only once every 20 months.
		potential = {
			is_adult = yes
			NOR = {
				trait = incapable
				trait = sympathy_christendom
				trait = sympathy_islam
				trait = sympathy_pagans
				trait = sympathy_zoroastrianism
				trait = sympathy_judaism
				trait = sympathy_indian
				has_character_flag = flag_picking_sympathy
			}
			religion = elven
		}
		
		allow = {
			prisoner = no
			religion = elven
		}
		
		effect = {
			hidden_tooltip = {
				if = {
					limit = {
						ai = no
					}
					set_character_flag = flag_picking_sympathy
					character_event = { id = HF.23003 }
				}
				else = {
					random_list = {
						100 = {
							add_trait = sympathy_christendom
							
							modifier = {
								factor = 0
								religion_group = christian
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = christian
									}
									any_vassal = {
										religion_group = christian
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = christian }
									}
									any_vassal = {
										NOT = { religion_group = christian }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_christendom
											religion = ROOT
										}
										religion_group = christian
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_christendom
												religion = ROOT
											}
											religion_group = christian
										}
									}
									spouse = {
										religion_group = christian
									}
									any_courtier_or_vassal = {
										religion_group = christian
									}
									any_neighbor_independent_ruler = {
										religion_group = christian
									}
									any_demesne_province = {
										religion_group = christian
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_islam
							
							modifier = {
								factor = 0
								religion_group = muslim
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = muslim
									}
									any_vassal = {
										religion_group = muslim
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = muslim }
									}
									any_vassal = {
										NOT = { religion_group = muslim }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_islam
											religion = ROOT
										}
										religion_group = muslim
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_islam
												religion = ROOT
											}
											religion_group = muslim
										}
									}
									spouse = {
										religion_group = muslim
									}
									any_courtier_or_vassal = {
										religion_group = muslim
									}
									any_neighbor_independent_ruler = {
										religion_group = muslim
									}
									any_demesne_province = {
										religion_group = muslim
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_pagans
							
							modifier = {
								factor = 0
								religion_group = pagan_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = pagan_group
									}
									any_vassal = {
										religion_group = pagan_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = pagan_group }
									}
									any_vassal = {
										NOT = { religion_group = pagan_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_pagans
											religion = ROOT
										}
										religion_group = pagan_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_pagans
												religion = ROOT
											}
											religion_group = pagan_group
										}
									}
									spouse = {
										religion_group = pagan_group
									}
									any_courtier_or_vassal = {
										religion_group = pagan_group
									}
									any_neighbor_independent_ruler = {
										religion_group = pagan_group
									}
									any_demesne_province = {
										religion_group = pagan_group
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_zoroastrianism
							
							modifier = {
								factor = 0
								religion_group = zoroastrian_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = zoroastrian_group
									}
									any_vassal = {
										religion_group = zoroastrian_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = zoroastrian_group }
									}
									any_vassal = {
										NOT = { religion_group = zoroastrian_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_zoroastrianism
											religion = ROOT
										}
										religion_group = zoroastrian_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_zoroastrianism
												religion = ROOT
											}
											religion_group = zoroastrian_group
										}
									}
									spouse = {
										religion_group = zoroastrian_group
									}
									any_courtier_or_vassal = {
										religion_group = zoroastrian_group
									}
									any_neighbor_independent_ruler = {
										religion_group = zoroastrian_group
									}
									any_demesne_province = {
										religion_group = zoroastrian_group
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_judaism
							
							modifier = {
								factor = 0
								religion_group = jewish_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = jewish_group
									}
									any_vassal = {
										religion_group = jewish_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = jewish_group }
									}
									any_vassal = {
										NOT = { religion_group = jewish_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_judaism
											religion = ROOT
										}
										religion_group = jewish_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_judaism
												religion = ROOT
											}
											religion_group = jewish_group
										}
									}
									spouse = {
										religion_group = jewish_group
									}
									any_courtier_or_vassal = {
										religion_group = jewish_group
									}
									any_neighbor_independent_ruler = {
										religion_group = jewish_group
									}
									any_demesne_province = {
										religion_group = jewish_group
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_indian
							
							modifier = {
								factor = 0
								religion_group = indian_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = indian_group
									}
									any_vassal = {
										religion_group = indian_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = indian_group }
									}
									any_vassal = {
										NOT = { religion_group = indian_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_indian
											religion = ROOT
										}
										religion_group = indian_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_indian
												religion = ROOT
											}
											religion_group = indian_group
										}
									}
									spouse = {
										religion_group = indian_group
									}
									any_courtier_or_vassal = {
										religion_group = indian_group
									}
									any_neighbor_independent_ruler = {
										religion_group = indian_group
									}
									any_demesne_province = {
										religion_group = indian_group
									}
								}
							}
						}
					}
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = { # These are the most important reasons to gain a sympathy trait, if the AI has neither they are less likely to gain a trait
				factor = 0.25
				NOR = {
					any_demesne_province = {
						NOT = { religion_group = ROOT }
					}
					any_vassal = {
						NOT = { religion_group = ROOT }
					}
					any_liege = {
						religion = ROOT
						has_any_sympathy_trait_trigger = yes
					}
				}
			}

			modifier = { # Zealous characters do not want to understand
				factor = 0
				trait = zealous
			}
			
			modifier = { # The AI needs a reason to do the decision at all
				factor = 0
				NOR = {
					any_liege = {
						OR = {
							AND = {
								has_any_sympathy_trait_trigger = yes
								religion = ROOT
							}
							NOT = { religion_group = ROOT }
						}
					}
					spouse = {
						NOT = { religion_group = ROOT }
					}
					any_courtier_or_vassal = {
						NOT = { religion_group = ROOT }
					}
					any_neighbor_independent_ruler = {
						NOT = { religion_group = ROOT }
					}
					any_demesne_province = {
						NOT = { religion_group = ROOT }
					}
				}
			}
		}
	}		
}
