
title_decisions = {

	add_new_holding_slot2 = {					# adds second
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = sub_realm_owned
		
		from_potential = {
			is_nomadic = no
			is_tribal = no
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				owner = {
					OR = {
						character = FROM
						any_liege = { character = FROM }		
					}
				}
				has_empty_holding = no
				num_of_max_settlements == 1
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 200
				TECH_CONSTRUCTION = 1
			}
		}
		
		effect = {
			FROM = {
				prestige = -200
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	add_new_holding_slot3 = {					# adds third
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = sub_realm_owned
		
		from_potential = {
			is_nomadic = no
			is_tribal = no
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				owner = {
					OR = {
						character = FROM
						any_liege = { character = FROM }		
					}
				}
				has_empty_holding = no
				num_of_max_settlements == 2
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 400
				TECH_CONSTRUCTION = 2
			}
		}
		
		effect = {
			FROM = {
				prestige = -400
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	add_new_holding_slot4 = {					# adds fourth
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = sub_realm_owned
		
		from_potential = {
			is_nomadic = no
			is_tribal = no
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				owner = {
					OR = {
						character = FROM
						any_liege = { character = FROM }		
					}
				}
				has_empty_holding = no
				num_of_max_settlements == 3
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 600
				TECH_CONSTRUCTION = 3
			}
		}
		
		effect = {
			FROM = {
				prestige = -600
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	add_new_holding_slot5 = {					# adds fifth
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = sub_realm_owned
		
		from_potential = {
			is_nomadic = no
			is_tribal = no
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				owner = {
					OR = {
						character = FROM
						any_liege = { character = FROM }		
					}
				}
				has_empty_holding = no
				num_of_max_settlements == 4
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 800
				TECH_CONSTRUCTION = 4
			}
		}
		
		effect = {
			FROM = {
				prestige = -800
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	add_new_holding_slot6 = {					# adds sixth
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = sub_realm_owned
		
		from_potential = {
			is_nomadic = no
			is_tribal = no
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				owner = {
					OR = {
						character = FROM
						any_liege = { character = FROM }		
					}
				}
				has_empty_holding = no
				num_of_max_settlements == 5
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 1000
				TECH_CONSTRUCTION = 5
			}
		}
		
		effect = {
			FROM = {
				prestige = -1000
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	add_new_holding_slot7 = {					# adds seventh
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = sub_realm_owned
		
		from_potential = {
			is_nomadic = no
			is_tribal = no
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				owner = {
					OR = {
						character = FROM
						any_liege = { character = FROM }		
					}
				}
				has_empty_holding = no
				num_of_max_settlements == 6
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 1200
				TECH_CONSTRUCTION = 6
			}
		}
		
		effect = {
			FROM = {
				prestige = -1200
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}


#### for tribals 


	add_new_tribal_holding_slot2 = {					# adds second
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = capital
		
		from_potential = {
			is_nomadic = no
			is_tribal = yes
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				is_capital = yes
				num_of_max_settlements == 1
				owner = { character = FROM }
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 150
			}
			location = {
				is_capital = yes
			}
		}
		
		effect = {
			FROM = {
				prestige = -150
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	add_new_tribal_holding_slot3 = {					# adds third
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = capital
		
		from_potential = {
			is_nomadic = no
			is_tribal = yes
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				is_capital = yes
				num_of_max_settlements == 2
				owner = { character = FROM }
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 300
			}
			location = {
				is_capital = yes
			}
		}
		
		effect = {
			FROM = {
				prestige = -300
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	add_new_tribal_holding_slot4 = {					# adds fourth
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = capital
		
		from_potential = {
			is_nomadic = no
			is_tribal = yes
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				is_capital = yes
				num_of_max_settlements == 3
				owner = { character = FROM }
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 450
			}
			location = {
				is_capital = yes
			}
		}
		
		effect = {
			FROM = {
				prestige = -450
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	add_new_tribal_holding_slot5 = {					# adds fifth
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = capital
		
		from_potential = {
			is_nomadic = no
			is_tribal = yes
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				is_capital = yes
				num_of_max_settlements == 4
				owner = { character = FROM }
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 600
			}
			location = {
				is_capital = yes
			}
		}
		
		effect = {
			FROM = {
				prestige = -600
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	add_new_tribal_holding_slot6 = {					# adds sixth
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = capital
		
		from_potential = {
			is_nomadic = no
			is_tribal = yes
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				is_capital = yes
				num_of_max_settlements == 5
				owner = { character = FROM }
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 750
			}
			location = {
				is_capital = yes
			}
		}
		
		effect = {
			FROM = {
				prestige = -750
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	add_new_tribal_holding_slot7 = {					# adds seventh
		ai_check_interval = 36
		is_high_prio = yes
		ai_target_filter = capital
		
		from_potential = {
			is_nomadic = no
			is_tribal = yes
			higher_tier_than = BARON
		}
		
		potential = {		# title potential
			tier = COUNT
			location = {
				is_capital = yes
				num_of_max_settlements == 6
				owner = { character = FROM }
			}
		}
		
		allow = {
			FROM = {
				prisoner = no
				NOT = { is_inaccessible_trigger = yes }
				prestige = 900
			}
			location = {
				is_capital = yes
			}
		}
		
		effect = {
			FROM = {
				prestige = -900
			}
			location = {
				add_holding_slot = 1
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}


} # closed decision bracket, don't remove	







