decisions = {
	celibate_mom_dec = {
		ai_check_interval = 30

		is_high_prio = yes

		only_playable = yes

		potential = {
			is_adult = yes
			is_female = yes
			is_incapable = no
			prisoner = no

			OR = {
				has_character_flag = survivor_mom
				num_of_children >= 6
			}

			NOR = {
				trait = celibate
				has_character_flag = survivor_mom_broken_vow
			}
		}

		allow = {
			OR = {
				has_character_flag = survivor_mom # TODO: Shows nothing in tooltip
				num_of_children >= 6
			}

			OR = {
				is_married = no
				spouse = { is_ruler = no }
				has_law = enatic_succession
				has_law = enatic_cognatic_succession

				trigger_if = {
					limit = { has_dlc = "Conclave" }
					has_law = status_of_women_4
				}

				has_gender_equal_game_rule_trigger = yes
			}
		}

		effect = {
			prestige = -150

			if = {
				limit = {
					OR = {
						religion_group = christian
						religion_group = muslim
					}
				}

				piety = -200
			}

			add_trait = celibate
		}

		ai_will_do = {
			factor = 1

			mult_modifier = {
				factor = 0.5
				NOT = { trait = infirm }
			}

			mult_modifier = {
				factor = 0.25
				trait = lustful # can't help it
			}

			mult_modifier = {
				factor = 0.25
				trait = hedonist # can't help it
			}

			mult_modifier = {
				factor = 2
				trait = craven
			}

			mult_modifier = {
				factor = 0.5
				is_married = no
			}

			mult_modifier = {
				factor = 1.25
				trait = shy
			}

			mult_modifier = {
				factor = 1.25
				trait = chaste
			}

			mult_modifier = {
				factor = 1.25
				trait = paranoid
			}

			mult_modifier = {
				factor = 1.25
				trait = infirm
			}

			mult_modifier = {
				factor = 1.25
				has_scarred_trait_trigger = yes
			}

			mult_modifier = {
				factor = 1.25
				trait = maimed
			}

			mult_modifier = {
				factor = 1.25
				trait = weak
			}

			mult_modifier = {
				factor = 0.75
				trait = strong
			}

			mult_modifier = {
				factor = 0.75
				trait = possessed
			}

			mult_modifier = {
				factor = 0.75
				trait = lunatic
			}

			mult_modifier = {
				factor = 1.25
				trait = slothful
			}

			mult_modifier = {
				factor = 0.9
				trait = brave
			}

			mult_modifier = {
				factor = 1.25
				trait = arbitrary
			}

			mult_modifier = {
				factor = 1.1
				trait = blinded
			}

			mult_modifier = {
				factor = 1.1
				trait = hunchback
			}

			mult_modifier = {
				factor = 1.1
				trait = dwarf
			}

			mult_modifier = {
				factor = 1.1
				trait = clubfooted
			}

			mult_modifier = {
				factor = 1.25
				trait = quick
			}

			mult_modifier = {
				factor = 1.5
				trait = genius
			}

			mult_modifier = {
				factor = 1.5

				trigger_if = {
					limit = {
						OR = {
							has_law = cognatic_succession
							has_law = agnatic_succession
						}
					}

					any_child = { is_female = no }
				}
				trigger_else_if = {
					limit = {
						OR = {
							has_law = enatic_cognatic_succession
							has_law = enatic_succession
						}
					}

					any_child = { is_female = yes }
				}
				trigger_else = {
					has_living_children = yes
				}
			}

			mult_modifier = {
				factor = 1.5

				num_of_children >= 2

				trigger_if = {
					limit = {
						OR = {
							has_law = cognatic_succession
							has_law = agnatic_succession
						}
					}

					any_child = { is_female = no }
				}
				trigger_else_if = {
					limit = {
						OR = {
							has_law = enatic_cognatic_succession
							has_law = enatic_succession
						}
					}

					any_child = { is_female = yes }
				}
				trigger_else = {
					has_living_children = yes
				}
			}

			mult_modifier = {
				factor = 0.75
				practical_age < 20
			}

			mult_modifier = {
				factor = 0.85
				practical_age >= 20
				practical_age < 30
			}

			mult_modifier = {
				factor = 0.95
				practical_age >= 30
				practical_age < 40
			}

			mult_modifier = {
				factor = 3
				practical_age >= 40
			}
		}
	}

	borrow_money_jewish_special = {
		ai_check_interval = 30

		only_playable = yes

		potential = {
			religion_group = jewish_group

			any_owned_bloodline = {
				has_bloodline_flag = jewish_loans
			}
		}

		allow = {
			prisoner = no
			NOT = { has_character_modifier = borrowed_from_jews_special }

			k_israel = {
				holder_scope = {
					OR = {
						character = ROOT
						is_vassal_or_below_of = ROOT
					}
				}
			}

			top_liege = {
				NOT = { has_character_modifier = expelled_jewish }
			}
		}

		effect = {
			wealth = 600

			add_character_modifier = {
				name = borrowed_from_jews_special
				duration = -1
				inherit = yes
			}
		}

		ai_will_do = {
			factor = 1

			trigger = {
				trigger_if = {
					limit = { war = no }
					wealth < 0
				}
				trigger_else = {
					wealth < 600
				}
			}
		}
	}

	repay_money_jewish_special = {
		ai_check_interval = 30

		only_playable = yes

		potential = {
			has_character_modifier = borrowed_from_jews_special
		}

		allow = {
			wealth >= 600
		}

		effect = {
			wealth = -600
			remove_character_modifier = borrowed_from_jews_special
		}

		ai_will_do = {
			factor = 1
		}
	}

	# African Flavor
	tell_a_story_decision = {
		ai_check_interval = 36

		only_playable = yes

		potential = {
			has_dlc = "Holy Fury"
			is_landed = yes
			capital_scope = { region = world_africa }
			age >= 10
			is_lowborn = no

			OR = {
				religion_openly_west_african_or_reformed_trigger = yes
				culture = maghreb_arabic
				culture_group = east_african
				culture_group = central_african
				culture_group = west_african
			}
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}

				scaled_wealth = {
					value = 0.1
					min =   1
					max = 450
				}
			}
			trigger_else = {
				scaled_wealth = {
					value = 1
					min =  15
					max = 450
				}
			}

			custom_tooltip = {
				text = not_recently_told_a_story_tt

				NOR = {
					has_character_modifier = told_story_nr_1
					has_character_modifier = told_story_nr_2
					has_character_modifier = told_story_nr_3
					has_character_modifier = told_story_nr_4
					has_character_modifier = told_story_nr_5
					has_character_modifier = told_story_nr_6
					has_character_flag = choosing_a_story_flag
				}
			}
		}

		effect = {
			custom_tooltip = {
				text = choose_a_story_tt

				set_character_flag = choosing_a_story_flag
				character_event = { id = HF.15000 } # send storytelling-choice event...
			}

			if = {
				limit = {
					OR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}

				scaled_wealth = {
					value = -0.1
					min =   -1
					max = -450
				}
			}
			else = {
				scaled_wealth = {
					value = -1
					min =  -15
					max = -450
				}
			}
		}


		ai_will_do = {
			factor = 1

			trigger = { war = no }

			mult_modifier = {
				factor = 0.1

				NOR = {
					government = theocracy_government
					government = republic_government
				}
			}

			mult_modifier = {
				factor = 1.5

				any_artifact = {
					has_artifact_flag = book
				}
			}

			mult_modifier = {
				factor = 0.1
				trait = slothful
			}

			mult_modifier = {
				factor = 0.1
				is_inaccessible_trigger = yes
			}

			mult_modifier = {
				factor = 1.5
				is_learned_trigger = no
			}
		}
	}
}