# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope.
#
# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load)
# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.)
#	court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc)
#	home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc)
#	vassals: direct vassal rulers of the AI's employer
#	sub_realm: all characters below the AI's employer
#	realm: all characters in the same top realm as the AI
#	dynasty: all members of the same dynasty
#	rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates)
#	all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#

# Written by Henrik "Groogy" Hansson

targeted_decisions = {

	create_mercenary_company = {
		filter = home_court
		ai_target_filter = home_court
		ai_check_interval = 36

		only_playable = yes

		from_potential = {
			trigger_if = {
				limit = {
					NOT = {
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_mercenary_traditions
							bloodline_is_active_for = PREV
						}
					}
				}

				has_dlc = "Horse Lords"

				trigger_if = {
					limit = { is_nomadic = no }
					has_character_modifier = mercenary_traditions
				}
			}

			is_adult = yes
			prisoner = no
			is_incapable = no
		}

		potential = {
			OR = {
				is_child_of = FROM
				sibling = FROM
			}

			dynasty = FROM
			mercenary = no

			trigger_if = {
				limit = { is_female = yes }

				FROM = {
					OR = {
						has_law = status_of_women_4
						has_religion_feature = religion_matriarchal
					}
				}
			}
			trigger_else = {
				FROM = { NOT = { has_religion_feature = religion_matriarchal } }
			}
		}

		allow = {
			ROOT = {
				dynasty = FROM
				vassal_of = FROM
				is_adult = yes
				is_ill = no
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no
				is_weak_trigger = no
				is_inaccessible_trigger = no

				trigger_if = {
					limit = { is_female = yes }

					OR = {
						trait = martial_lady
						trait = martial_lady_pagan
						trait = martial_lady_tengri
					}
				}

				trigger_if = {
					limit = {
						FROM = { is_nomadic = no }
					}

					OR = {
						has_character_modifier = mercenary_traditions

						any_owned_bloodline = {
							has_bloodline_flag = bloodline_mercenary_traditions
							bloodline_is_active_for = PREV
						}
					}
				}

				NOR = {
					trait = imbecile
					trait = inbred
					trait = craven
				}
			}

			FROM = {
				trigger_if = {
					limit = { is_nomadic = yes }

					unused_manpower >= 500
					max_manpower >= 500
				}
				trigger_else = {
					demesne_garrison_size >= 500
				}
			}
		}

		effect = {
			FROM = {
				if = {
					limit = { is_nomadic = yes }

					clan_title = {
						create_title = {
							tier = DUKE
							name = DYNAMIC_MERCENARY_COMPANY
							landless = yes
							temporary = yes
							adventurer = yes
							mercenary = yes
							custom_created = yes
							culture = ROOT
							holder = ROOT
							base_title = THIS
							ruler = CAPTAIN
							ruler_female = CAPTAIN
							foa = CAPTAIN_FOA
						}
					}
				}
				else = {
					primary_title = {
						create_title = {
							tier = DUKE
							name = DYNAMIC_MERCENARY_COMPANY
							landless = yes
							temporary = yes
							adventurer = yes
							mercenary = yes
							custom_created = yes
							culture = ROOT
							holder = ROOT
							base_title = THIS
							ruler = CAPTAIN
							ruler_female = CAPTAIN
							foa = CAPTAIN_FOA
						}
					}
				}
			}

			set_character_flag = is_mercenary_leader
			add_trait = adventurer

			add_character_modifier = {
				name = started_mercenary_company
				months = 30
			}
		}

		ai_will_do = {
			factor = 0.5

			trigger = {
				FROM = {
					is_primary_war_attacker = no
					is_primary_war_defender = no
				}

				any_mercenary_band = {
					count < 3

					band_creator = {
						character = FROM
					}
				}
			}

			mult_modifier = {
				factor = 0.5

				any_mercenary_band = {
					count >= 1

					band_creator = {
						character = FROM
					}
				}
			}

			mult_modifier = {
				factor = 0.5

				any_mercenary_band = {
					count >= 2

					band_creator = {
						character = FROM
					}
				}
			}

			mult_modifier = {
				factor = 2
				martial >= 10
			}

			mult_modifier = {
				factor = 3
				martial >= 14
			}

			mult_modifier = {
				factor = 4
				martial >= 18
			}

			mult_modifier = {
				factor = 2
				prestige >= 100
			}

			mult_modifier = {
				factor = 3
				prestige >= 400
			}

			mult_modifier = {
				factor = 4
				prestige >= 1000
			}

			mult_modifier = {
				factor = 0.1
				trait = misguided_warrior
			}

			mult_modifier = {
				factor = 2
				trait = tough_soldier
			}

			mult_modifier = {
				factor = 2
				trait = skilled_tactician
			}

			mult_modifier = {
				factor = 2
				trait = brilliant_strategist
			}
		}
	}

	dissolve_mercenary_company = {
		filter = dynasty
		ai_target_filter = dynasty
		ai_check_interval = 36

		only_playable = yes

		from_potential = {
			is_landed = yes

			OR = {
				is_nomadic = yes
				has_character_modifier = mercenary_traditions

				any_owned_bloodline = {
					has_bloodline_flag = bloodline_mercenary_traditions
					bloodline_is_active_for = PREV
				}
			}
		}

		potential = {
			mercenary = yes

			primary_title = {
				band_creator = {
					character = FROM
				}

				NOT = { has_title_flag = ze_dyn_merc }
			}
		}

		allow = {
		#	OR = {
		#		custom_tooltip = {
		#			text = is_mercenary_leader_YEAR
		#			had_character_flag = {
		#				flag = is_mercenary_leader
		#				years = 5
		#			}
		#		}
		#
		#		prisoner = yes
		#	}

			primary_title = {
				has_raised_standing_troops = no

				band_creator = {
					character = FROM
				}
			}
		}

		effect = {
			primary_title = {
				show_scope_change = no

				activate_title = {
					title = THIS
					status = no
				}

				hidden_effect = {
					destroy_landed_title = THIS
				}
			}

			move_character = FROM
			clr_character_flag = is_mercenary_leader
		}

		ai_will_do = {
			factor = 0.1

			mult_modifier = {
				factor = 0.5
				health >= 7
			}

			mult_modifier = {
				factor = 2
				health < 5
			}

			mult_modifier = {
				factor = 4
				health < 4
			}

			mult_modifier = {
				factor = 10
				health < 3
			}

			mult_modifier = {
				factor = 2
				age >= 30
			}

			mult_modifier = {
				factor = 3
				age >= 35
			}

			mult_modifier = {
				factor = 4
				age >= 40
			}

			mult_modifier = {
				factor = 5
				age >= 45
			}

			mult_modifier = {
				factor = 2
				FROM = { practical_age >= 45 }
			}

			mult_modifier = {
				factor = 3
				FROM = { practical_age >= 55 }
			}

			mult_modifier = {
				factor = 4
				FROM = { practical_age >= 65 }
			}
		}
	}
}

decisions = {
	increase_mercenary_size = {
		ai_check_interval = 18

		only_playable = yes

		potential = {
			prisoner = no
			wealth >= 25

			OR = {
				has_dlc = "Horse Lords"

				any_owned_bloodline = {
					has_bloodline_flag = bloodline_mercenary_traditions
					bloodline_is_active_for = PREV
				}
			}

			primary_title = {
				mercenary = yes
				adventurer = yes
				NOT = { has_title_flag = ze_dyn_merc }

				band_creator = {
					OR = {
						is_nomadic = yes
						has_character_modifier = mercenary_traditions

						any_owned_bloodline = {
							has_bloodline_flag = bloodline_mercenary_traditions
							bloodline_is_active_for = PREV
						}
					}
				}
			}
		}

		allow = {
		}

		effect = {
			wealth = -25

			primary_title = {
				change_title_army_size = 0.05 # Increase of percentage

				band_creator = {
					if = {
						limit = { is_alive = yes }
						character_event = { id = 10700 } # Notify
					}
				}
			}
		}

		ai_will_do = {
			factor = 1

			trigger = {
				trigger_if = {
					limit = { trait = greedy }
					trait = ambitious
				}
			}

			mult_modifier = {
				factor = 0.3

				primary_title = {
					band_creator = {
						is_alive = yes
					}
				}
			}

			mult_modifier = {
				factor = 2
				trait = proud
			}

			mult_modifier = {
				factor = 2
				trait = ambitious
			}

			mult_modifier = {
				factor = 2
				wealth >= 200
			}

			mult_modifier = {
				factor = 2
				wealth >= 400
			}

			mult_modifier = {
				factor = 3
				wealth >= 800
			}

			mult_modifier = {
				factor = 4
				wealth >= 1200
			}

			mult_modifier = {
				factor = 5
				wealth >= 1600
			}
		}
	}

	carousing_with_the_men = {
		ai_check_interval = 10

		only_playable = yes

		potential = {
			is_ruler = yes
			has_character_flag = is_mercenary_leader

			primary_title = {
				mercenary = yes
				NOT = { has_title_flag = ze_dyn_merc }

				band_creator = {
					is_alive = yes

					OR = {
						is_nomadic = yes
						has_character_modifier = mercenary_traditions

						any_owned_bloodline = {
							has_bloodline_flag = bloodline_mercenary_traditions
							bloodline_is_active_for = PREV
						}
					}
				}
			}
		}

		allow = {
			prisoner = no
			NOT = { trait = chaste }
			wealth >= 25
		}

		effect = {
			random_list = {
				53 = { }

				40 = {
					primary_title = {
						change_title_army_size = 0.02 # Increase of percentage
					}
				}

				5 = { add_trait = drunkard }

				2 = {
					tooltip = { add_trait = lovers_pox }

					character_event = {
						id = 6359 # Gives lover's pox
						days = 15
						random = 5
					}
				}
			}

			# Tooltip is in event below
			hidden_effect = {
				wealth = -25
				prestige = 10

				primary_title = {
					band_creator = {
						character_event = { id = 10701 } # Notify
					}
				}
			}

		}

		ai_will_do = {
			factor = 0.05

			trigger = {
				NOT = { trait = greedy }
			}

			mult_modifier = {
				factor = 0.15
			}

			mult_modifier = {
				factor = 2
				trait = lustful
			}

			mult_modifier = {
				factor = 2
				trait = gluttonous
			}

			mult_modifier = {
				factor = 2
				trait = hedonist
			}

			mult_modifier = {
				factor = 2
				trait = charitable
			}

			mult_modifier = {
				factor = 2
				wealth >= 200
			}

			mult_modifier = {
				factor = 2
				wealth >= 400
			}

			mult_modifier = {
				factor = 3
				wealth >= 800
			}

			mult_modifier = {
				factor = 4
				wealth >= 1200
			}

			mult_modifier = {
				factor = 5
				wealth >= 1600
			}

			mult_modifier = {
				factor = 0.1

				primary_title = {
					band_creator = {
						is_alive = no
					}
				}
			}
		}
	}
}