decisions = {

	extort_subjects = {
		ai_check_interval = 12

		is_high_prio = yes

		only_playable = yes

		potential = {
			has_ambition = obj_build_a_war_chest
			is_tribal = no
			is_merchant_republic = no
		}

		allow = {
			is_not_in_regency_trigger = yes
			is_inaccessible_trigger = no

			custom_tooltip = {
				text = extort_cooldown_custom_tooltip

				NOT = { has_character_modifier = extort_timer }
			}
		}

		effect = {
			custom_tooltip = {
				text = extort_consequences_custom_tooltip

				add_character_modifier = {
					name = extort_timer
					months = 6
					hidden = yes
				}

				character_event = {	id = ZE.21000 }
			}
		}

		ai_will_do = {
			factor = 0.1

			trigger = {
				NOR = {
					trait = kind
					trait = just
					trait = charitable
				}
			}

		#	mult_modifier = {
		#		factor = 0.5
		#
		#		calc_true_if = {
		#			amount == 1
		#
		#			trait = kind
		#			trait = just
		#			trait = charitable
		#		}
		#	}
		#
		#	mult_modifier = {
		#		factor = 0.2
		#
		#		calc_true_if = {
		#			amount == 2
		#
		#			trait = kind
		#			trait = just
		#			trait = charitable
		#		}
		#	}

			mult_modifier = {
				factor = 0.2
				any_liege = { ai = no }
			}

			mult_modifier = {
				factor = 5
				wealth < 0
			}

			mult_modifier = {
				factor = 2

				independent = yes
				wealth < 100
			}

			mult_modifier = {
				factor = 0.1
				trait = patient
			}

			mult_modifier = {
				factor = 3
				trait = greedy
			}

			mult_modifier = {
				factor = 2
				trait = cruel
			}

			mult_modifier = {
				factor = 2
				trait = arbitrary
			}

			mult_modifier = {
				factor = 2
				trait = stressed
			}

			mult_modifier = {
				factor = 0.5
				trait = content
			}

			# CK2Plus
			mult_modifier = {
				factor = 0.1

				NOR = {
					trait = cruel
					trait = greedy
					trait = deceitful
					trait = arbitrary
					trait = lunatic
					trait = imbecile
					trait = impaler
					is_evil_tyrant_trigger = yes
				}
			}

			mult_modifier = {
				factor = 3
				is_evil_tyrant_trigger = yes
			}
		}
	}

	donate_to_liege = {
		ai_check_interval = 12

		is_high_prio = yes

		only_playable = yes

		potential = {
			liege = { has_ambition = obj_build_a_war_chest }
			NOT = { has_ambition = obj_build_a_war_chest }
		}

		allow = {
			wealth >= 200
			NOT = { holds_favor_on = liege }
			war = no
			is_not_in_regency_trigger = yes
			is_inaccessible_trigger = no

			custom_tooltip = {
				text = donation_cooldown_custom_tooltip

				NOT = { has_character_modifier = donation_offer_timer }
			}
		}

		effect = {
			tooltip = {
				transfer_scaled_wealth = {
					to = liege
					value = 1
					min = 200
					max = 200
				}
			}

			custom_tooltip = {
				text = offer_donation_custom_tooltip

				add_character_modifier = {
					name = donation_offer_timer
					years = 5
					hidden = yes
				}

				liege = {
					character_event = {
						id = ZE.22000
						days = 5
					}
				}
			}
		}

		ai_will_do = {
			factor = 0.1

			trigger = {
				opinion = {
					who = liege
					value > 25
				}

				wealth >= 300

				NOR = {
					is_rival = liege
					trait = greedy
				}
			}

			mult_modifier = {
				factor = 2
				is_councillor = yes
			}

			mult_modifier = {
				factor = 2
				trait = charitable
			}

			mult_modifier = {
				factor = 2
				wealth >= 600
			}

			mult_modifier = {
				factor = 2
				wealth >= 800
			}

			mult_modifier = {
				factor = 2
				wealth >= 1000
			}

			mult_modifier = {
				factor = 10
				is_friend = liege
			}
		}
	}

}