decisions = {

	# Set cadet status
	cadet_status = {
		ai_check_interval = 12

		potential = {
			ai = yes
			is_female = no

			OR = {
				any_dynasty_member = { is_alive = yes count = 40 }
				trait = legit_bastard
			}

			dynasty_head = {
				NOT = {
					character = ROOT
					ROOT = { any_spouse = { is_close_relative = PREVPREV } }
				}

				# Dynasty head is not a close relative to him or his parents or is of a different culture
				OR = {
					NOR = {
						is_close_relative = ROOT
						ROOT = { father_even_if_dead = { is_close_relative = PREVPREV } }
						ROOT = { mother_even_if_dead = { is_close_relative = PREVPREV } }
					}

					NOR = {
						culture = ROOT
						is_father = ROOT
						is_mother = ROOT
					}
				}
			}

			# Has an older legitimate brother
			any_sibling = {
				is_female = no
				NOT = { trait = bastard }
				is_older_than = ROOT
			}

			# Is not married matrilineally, and not heir to any titles
			NOT = {
				dynasty = none
				is_married_matrilineally = yes
				any_heir_title = { always = yes }
				has_character_modifier = potential_cadet
				has_character_flag = became_cadet
			}
		}

		allow = {
			is_ruler = no
			is_adult = yes
		}

		effect = {
			set_character_flag = became_cadet

			add_character_modifier = {
				name = potential_cadet
				duration = -1
				hidden = yes
			}
		}

		ai_will_do = {
			factor = 1
		}
	}

	# Remove cadet status if ineligible
	remove_cadet_status = {
		ai_check_interval = 12

		potential = {
			ai = yes
			has_character_modifier = potential_cadet
		}

		allow = {
			OR = {
				is_married_matrilineally = yes

				# Becomes heir to a title held by a close relative
				any_heir_title = { holder_scope = { is_close_relative = ROOT } }

				# No longer has an older legitimate brother
				NOT = {
					any_sibling = {
						is_female = no
						NOT = { trait = bastard }
						is_older_than = ROOT
					}
				}

				# Dynasty head has become a close relative and is of his culture
				dynasty_head = {
					culture = ROOT
					is_close_relative = ROOT
				}

				# Has become the dynasty head
				dynasty_head = { character = ROOT }

				# Dynasty head is a close relative of his spouse/children
				dynasty_head = {
					ROOT = {
						OR = {
							any_spouse = { is_close_relative = PREVPREV }
							any_child = { is_close_relative = PREVPREV }
						}
					}
				}
			}
		}

		effect = {
			remove_character_modifier = potential_cadet
		}

		ai_will_do = {
			factor = 1
		}
	}

	# Form a cadet branch once the son becomes a ruler
	start_cadet_branch = {
		ai_check_interval = 12

		only_rulers = yes

		potential = {
			has_character_modifier = potential_cadet

			OR = {
				is_feudal = yes
				is_tribal = yes
				is_patrician = yes
			}

			holy_order = no
			mercenary = no
			is_incapable = no
			is_married_matrilineally = no

			NOR = {
				any_heir_title = {
					holder_scope = { is_close_relative = ROOT }
				}

				dynasty_head = {
					OR = {
						character = ROOT

						AND = {
							culture = ROOT
							is_close_relative = ROOT
						}

						ROOT = {
							OR = {
								any_spouse = { is_close_relative = PREVPREV }
								any_child = { is_close_relative = PREVPREV }
							}
						}
					}
				}
			}
		}

		allow = {
			prestige >= 100
			war = no
			prisoner = no

			custom_tooltip = {
				text = HAS_POSSIBLE_DYNASTY_HEIR
				player_heir = { is_descendant_of = ROOT }
			}

			primary_title = {
				NOR = {
					any_previous_holder = {
						is_parent_of = ROOT
					}

					has_law = succ_tanistry
					has_law = succ_seniority
					has_law = succ_elective_gavelkind
				}
			}
		}

		effect = {
			prestige = -100

			custom_tooltip = {
				text = ESTABLISH_CADET_BRANCH


				remove_character_modifier = potential_cadet
				dynasty_head = { save_event_target_as = old_dynasty_head }

				if = {
					limit = { ai = no }

					character_event = { id = Plus.144 }

					chronicle = {
						entry = CHRONICLE_CADET_BRANCH
						portrait = [Root.GetID]
						picture = GFX_evt_coronation
					}
				}

				any_close_relative = {
					if = {
						limit = {
							dynasty = ROOT

							OR = {
								is_child_of = ROOT
								is_grandchild_of = ROOT
							}
						}

						character_event = {
							id = Plus.142
							days = 1
						}
					}
					else = {
						set_character_flag = no_chronicle_update

						character_event = {
							id = Plus.143
							days = 1
						}
					}
				}

				any_dynasty_member = {
					limit = {
						NOR = {
							is_child_of = ROOT
							is_grandchild_of = ROOT
						}
					}

					character_event = {
						id = Plus.143
						days = 1
					}
				}

				any_vassal = {
					limit = { NOT = { dynasty = ROOT } }

					set_character_flag = no_chronicle_update

					character_event = {
						id = Plus.143
						days = 1
					}
				}

				if = {
					limit = { dynasty = father }
					dynasty = father_bastard
				}
				else_if = {
					limit = { dynasty = mother }
					dynasty = mother_bastard
				}
			}

			if = {
				limit = { NOT = { trait = proud } }

				remove_trait_silently_humble_effect = yes
				add_trait = proud
			}
		}

		ai_will_do = {
			factor = 1

			trigger = {
				OR = {
					trait = ambitious
					trait = proud
					higher_real_tier_than = COUNT
					trait = legit_bastard
				}

				NOR = {
					trait = content
					trait = humble

					any_liege = {
						dynasty = ROOT

						OR = {
							has_law = succ_tanistry
							has_law = succ_elective_gavelkind
							has_law = succ_eldership
						}
					}

					any_player = {
						OR = {
							is_child_of = ROOT
							is_grandchild_of = ROOT
						}
					}
				}
			}
		}
	}

	# Muslims can start a new dynasty if no longer part of dynasty head's realm
	start_dynasty_decadence = {
		is_high_prio = yes
		ai_check_interval = 12

		only_playable = yes

		potential = {
			religion_group = muslim

			OR = {
				is_tribal = yes
				is_feudal = yes
				is_patrician = yes
			}

			holy_order = no
			mercenary = no

			NOR = {
				has_character_flag = started_new_dynasty
				any_liege = { dynasty = ROOT }
			}

			dynasty_head = {
				NOT = { character = ROOT }
			}
		}

		allow = {
			OR = {
				higher_real_tier_than = DUKE
				independent = yes
			}

			is_adult = yes
			war = no
			is_not_in_regency_trigger = yes
			ruled_years >= 1
		}

		effect = {
			set_character_flag = started_new_dynasty
			prestige = 100

			custom_tooltip = {
				text = ESTABLISH_CADET_BRANCH

				if = {
					limit = { has_character_modifier = potential_cadet }
					remove_character_modifier = potential_cadet
				}

				dynasty_head = { save_event_target_as = old_dynasty_head }

				if = {
					limit = { dynasty = father }
					dynasty = father_bastard
				}
				else_if = {
					limit = { dynasty = mother }
					dynasty = mother_bastard
				}

				if = {
					limit = { ai = no }

					character_event = { id = Plus.145 }

					chronicle = {
						entry = CHRONICLE_CADET_BRANCH
						portrait = [Root.GetID]
						picture = GFX_evt_coronation
					}
				}

				any_child_even_if_dead = {
					limit = { dynasty = event_target:old_dynasty_head }

					character_event = {
						id = Plus.142
						days = 1
					}

					any_child_even_if_dead = {
						limit = { dynasty = event_target:old_dynasty_head }

						character_event = {
							id = Plus.142
							days = 1
						}

						any_child_even_if_dead = {
							limit = { dynasty = event_target:old_dynasty_head }

							character_event = {
								id = Plus.142
								days = 1
							}
						}
					}
				}

				event_target:old_dynasty_head = {
					any_dynasty_member = {
						character_event = {
							id = Plus.143
							days = 2
						}
					}
				}

				any_vassal = {
					set_character_flag = no_chronicle_update

					character_event = {
						id = Plus.143
						days = 2
					}
				}

				any_close_relative = {
					limit = { dynasty = ROOT }

					set_character_flag = no_chronicle_update

					character_event = {
						id = Plus.143
						days = 2
					}
				}
			}

			if = {
				limit = { NOT = { trait = proud } }

				remove_trait_silently_humble_effect = yes
				add_trait = proud
			}
		}

		ai_will_do = {
			factor = 0.1

			trigger = {
				independent = yes
				higher_real_tier_than = COUNT

				NOR = {
					has_landed_title = k_rum

					any_heir_title = {
						holder_scope = {
							dynasty = ROOT
							NOT = { is_liege_or_above_of = ROOT }
						}
					}

					any_pretender_title = {
						holder_scope = {
							dynasty = ROOT
							NOT = { is_liege_or_above_of = ROOT }
						}
					}

					dynasty_head = {
						ROOT = {
							OR = {
								any_heir_title = { holder = PREVPREV }
								any_pretender_title = { holder = PREVPREV }
							}
						}
					}
				}
			}

			mult_modifier = {
				factor = 2.5

				any_liege = {
					dynasty = ROOT
					trait = dynasty_decadence_low
				}
			}

			mult_modifier = {
				factor = 5

				any_liege = {
					dynasty = ROOT
					trait = dynasty_decadence_med
				}
			}

			mult_modifier = {
				factor = 7.5

				any_liege = {
					dynasty = ROOT
					trait = dynasty_decadence_high
				}
			}

			mult_modifier = {
				factor = 5
				trait = ambitious
			}

			mult_modifier = {
				factor = 2
				trait = proud
			}

			mult_modifier = {
				factor = 0.1
				trait = content
			}

			mult_modifier = {
				factor = 0.1
				trait = humble
			}
		}
	}

	# High tier rulers can start a new dynasty
	start_dynasty_king = {
		ai_check_interval = 12

		only_rulers = yes

		potential = {
			holy_order = no
			mercenary = no
			is_incapable = no

			OR = {
				is_tribal = yes
				is_feudal = yes
				is_patrician = yes
			}

			trigger_if = {
				limit = { is_married = yes }

				trigger_if = {
					limit = { is_female = yes }
					is_married_matrilineally = yes
				}
				trigger_else = {
					is_married_matrilineally = no
				}
			}

			trigger_if = {
				limit = {
					OR = {
						has_law = succ_tanistry
						has_law = succ_seniority
						has_law = succ_elective_gavelkind
						has_law = succ_eldership
					}
				}

				OR = {
					independent = yes
					dynasty_head = { NOT = { same_realm = ROOT } }
				}
			}

			OR = {
				trait = legit_bastard

				any_dynasty_member = {
					is_alive = yes
					count >= 40
				}
			}

			dynasty_head = {
				NOR = {
					character = ROOT
					any_child = { is_married = ROOT }
					ROOT = { any_child = { is_close_relative = PREVPREV } }
				}

				# Dynasty head is not a close relative to him or his parents or is of a different culture
				OR = {
					NOR = {
						is_close_relative = ROOT
						ROOT = { father_even_if_dead = { is_close_relative = PREVPREV } }
						ROOT = { mother_even_if_dead = { is_close_relative = PREVPREV } }
					}

					NOR = {
						culture = ROOT
						is_father = ROOT
						is_mother = ROOT
					}
				}
			}

			NOR = {
				religion_group = muslim
				has_character_flag = started_new_dynasty
			}
		}

		allow = {
			trait = ambitious
			is_adult = yes
			prisoner = no
			prestige >= 1000
			war = no

			OR = {
				higher_tier_than = DUKE
				AND = {
					higher_tier_than = COUNT
					independent = yes
				}
			}

			custom_tooltip = {
				text = HAS_POSSIBLE_DYNASTY_HEIR
				player_heir = { is_descendant_of = ROOT }
			}
		}

		effect = {
			set_character_flag = started_new_dynasty
			prestige = -1000

			custom_tooltip = {
				text = ESTABLISH_CADET_BRANCH

				if = {
					limit = { has_character_modifier = potential_cadet }
					remove_character_modifier = potential_cadet
				}

				dynasty_head = { save_event_target_as = old_dynasty_head }

				if = {
					limit = { ai = no }

					character_event = { id = Plus.146 }

					chronicle = {
						entry = CHRONICLE_CADET_BRANCH
						portrait = [Root.GetID]
						picture = GFX_evt_coronation
					}
				}

				any_close_relative = {
					if = {
						limit = {
							OR = {
								is_child_of = ROOT
								is_grandchild_of = ROOT
							}

							dynasty = ROOT
						}

						character_event = {
							id = Plus.142
							days = 1
						}
					}
					else = {
						set_character_flag = no_chronicle_update

						character_event = {
							id = Plus.143
							days = 1
						}
					}
				}

				any_dynasty_member = {
					limit = {
						NOR = {
							is_child_of = ROOT
							is_grandchild_of = ROOT
						}
					}

					character_event = {
						id = Plus.143
						days = 1
					}
				}

				any_vassal = {
					limit = { NOT = { dynasty = ROOT } }

					set_character_flag = no_chronicle_update

					character_event = {
						id = Plus.143
						days = 1
					}
				}

				if = {
					limit = { dynasty = father }
					dynasty = father_bastard
				}
				else_if = {
					limit = { dynasty = mother }
					dynasty = mother_bastard
				}
			}

			if = {
				limit = { NOT = { trait = proud } }

				remove_trait_silently_humble_effect = yes
				add_trait = proud
			}
		}

		ai_will_do = {
			factor = 1

			trigger = {
				OR = {
					trait = proud
					trait = greedy
					higher_real_tier_than = DUKE
					dynasty_head = { NOT = { culture = ROOT } }
				}

				NOR = {
					any_heir_title = { holder_scope = { dynasty = ROOT } }
					any_pretender_title = { holder_scope = { dynasty = ROOT } }
				}

				trigger_if = {
					limit = { dynasty_head = { culture_group = ROOT } }

					OR = {
						trait = content
						trait = humble
					}
				}

				trigger_if = {
					limit = { independent = no }
					NOT = { trait = craven }
				}

				NOT = {
					any_player = {
						OR = {
							is_child_of = ROOT
							is_grandchild_of = ROOT
						}
					}
				}
			}
		}
	}
}