
################################
#                              #
#      Targeted Decisions      #
#                              #
################################

# ROOT is the decision target (ie. potential protectorate)
# FROM is the decision taker (ie. potential protector)

targetted_decisions = {
	
	expd_t_force_protectorate = {
		# This decision is intended for situations where a new independent ruler has been set up, eg. by pressing a claim, and the person who set it up wants to protect them.
		
		only_independent = yes
		filter = independent_rulers
		ai_target_filter = independent_rulers
		ai_check_interval = 6
		
		from_potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = no
		}
		
		potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = no
		}
		
		allow = {
			
			# Debug mode bypasses all allow block requirements (if you're a player) (so you can force-protectorise independent rulers)
			trigger_if = {
				limit = {
					FROM = { ai = no }
					has_global_flag = expd_t_debug_mode
				}
				custom_tooltip = {
					text = EXPD_T_TOOLTIP_DEBUG_MODE_ENABLED
					always = yes
				}
			}
			
			# Normal mode:
			trigger_else = {
				#The main conditions are split out into a trigger so that the "Offer Protectorate" decision below can be disabled if this one is available
				expd_t_from_can_instantly_force_root_to_be_protectorate = yes
				
			}
		}
		
		effect = {
			FROM = {
				make_tributary = {
					who = ROOT
					percentage = 0.2
					tributary_type = expd_t_protectorate
				}
			}
			hidden_tooltip = { ROOT = { character_event = { id = EDTSuzerainBuff.1000 } } }
			if = {
				limit = { ROOT = { is_primary_war_defender = yes } }
				FROM = { join_defender_wars = ROOT }
			}
		}
		
		ai_will_do = {
			factor = 1
		}
		
	}
	
	expd_t_offer_protectorate = {
		# This decision is intended for situations where a strong independent ruler might want to prop up a weak independent ruler, for some reason.
		# The weak ruler can obviously reject the offer.
		# FROM = potential suzerain; ROOT = potential tributary
		
		only_independent = yes
		filter = independent_rulers
		
		# AI code should be good enough to allow them to offer this
		ai_target_filter = independent_rulers
		ai_check_interval = 24
		
		from_potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = no
		}
		
		potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = no
		}
		
		allow = {
			
			# Debug mode bypasses all allow block requirements (if you're a player) (so you can evaluate AI acceptance)
			trigger_if = {
				limit = {
					FROM = { ai = no }
					has_global_flag = expd_t_debug_mode
				}
				custom_tooltip = {
					text = EXPD_T_TOOLTIP_DEBUG_MODE_ENABLED
					always = yes
				}
			}
			
			# Normal mode:
			trigger_else = {
				
				# If the "Force Protectorate" interaction is available, you should use that instead.
				conditional_tooltip = {
					trigger = { expd_t_from_can_instantly_force_root_to_be_protectorate = yes }
					custom_tooltip = {
						text = EXPD_T_TOOLTIP_USE_FORCED_PROTECTORATE_INSTEAD
						always = no
					}
				}
				
				expd_t_root_meets_basic_requirements_to_become_protectorate_of_from_by_decision = yes
				
				# Cannot offer protection to someone who hates you (either rival or crime)
				NOT = { is_foe = FROM }
				
				# The potential suzerain must be either a lot stronger or a lot more prestigious than the potential tributary
				
				OR = {
					
					custom_tooltip = {
						text = EXPD_T_TOOLTIP_FROM_HAS_SIGNIFICANTLY_BIGGER_ARMY
						FROM = {
							relative_power = {
								who = ROOT
								power >= 2
							}
						}
					}
					
					FROM = {
						show_scope_change = no
						ROOT = {
							show_scope_change = no
							expd_t_prev_has_more_than_double_the_prestige_of_root = yes
						}
					}
					
				}
				
				OR = {
					
					# Propping up independent rulers of your dynasty is a time-honoured tradition
					# Propping up rulers whose heirs are of your dynasty is also good business
					custom_tooltip = {
						text = EXPD_T_TOOLTIP_ROOT_OR_ROOTS_HEIR_IS_SAME_DYNASTY_AS_FROM
						OR = {
							dynasty = FROM
							current_heir = { dynasty = FROM }
						}
					}
					
					# Propping up friends, lovers and spouses makes sense
					custom_tooltip = {
						text = EXPD_T_TOOLTIP_ROOT_IS_FRIEND_OR_LOVER_OR_SPOUSE_OF_FROM
						OR = {
							is_friend = FROM
							is_lover  = FROM
							any_spouse = { character = FROM }
						}
					}
					
					# People with the same secret religion can prop each other up (although why they would do so rather than coming out is not obvious)
					# Hide this option unless the decision-taker has a secret religion (it's an easter egg!)
					trigger_if = {
						limit = { FROM = { has_secret_religion = yes } }
						custom_tooltip = {
							text = EXPD_T_TOOLTIP_ROOT_HAS_SAME_SECRET_RELIGION_AS_FROM
							ROOT = { has_secret_religion = yes }
							FROM = { secret_religion_scope = { ROOT = { secret_religion_scope = { religion = PREVPREV } } } }
						}
					}
					trigger_else = {
						hidden_tooltip = { always = no }
					}
					
					# Zealots can prop up co-religionists who border large nations (ie. kingdoms and empires) following other religions
					AND = {
						custom_tooltip = {
							text = EXPD_T_TOOLTIP_FROM_IS_ZEALOUS_AND_OF_SAME_RELIGION_AS_ROOT
							FROM = {
								trait = zealous
								has_secret_religion = no
								religion = ROOT
							}
						}
						custom_tooltip = {
							text = EXPD_T_TOOLTIP_TARGET_HAS_POWERFUL_NEIGHBOUR_OF_DIFF_RELIGION
							any_neighbor_independent_ruler = {
								higher_real_tier_than = DUKE
								expd_t_is_religious_enemy_of_from = yes
								relative_power_including_allies_attacker = {
									who = ROOT
									power >= 2
								}
							}
						}
					}
					
				}
			}
		}
		
		effect = {
			FROM = {
				make_tributary = {
					who = ROOT
					percentage = 0.2
					tributary_type = expd_t_protectorate
				}
			}
			hidden_tooltip = { ROOT = { character_event = { id = EDTSuzerainBuff.1000 } } }
			if = {
				limit = { ROOT = { is_primary_war_defender = yes } }
				FROM = { join_defender_wars = ROOT }
			}
		}
		
		ai_will_do = {
			factor = 0.2
			
			modifier = {
				factor = 2
				FROM = { higher_real_tier_than = ROOT }
			}
			
			modifier = {
				factor = 2
				FROM = { trait = brave }
			}
			modifier = {
				factor = 2
				FROM = { trait = ambitious }
			}
			modifier = {
				factor = 2
				FROM = { trait = proud }
			}
			modifier = {
				factor = 0.5
				FROM = { trait = craven }
			}
			modifier = {
				factor = 0.5
				FROM = { trait = content }
			}
			modifier = {
				factor = 0.5
				FROM = { trait = humble }
			}

			modifier = {
				factor = 4
				FROM = {
					trait = zealous
					has_secret_religion = no
					religion = ROOT
				}
				any_neighbor_independent_ruler = {
					higher_real_tier_than = DUKE
					expd_t_is_religious_enemy_of_from = yes
					relative_power_including_allies_attacker = {
						who = ROOT
						power >= 2
					}
				}
			}
			
			# AI is less likely to set up protectorates if the potential attackers have a larger army than the potential protector
			modifier = {
				factor = 0.5
				any_neighbor_independent_ruler = {
					has_cb = ROOT
					relative_power_including_allies_attacker = {
						who = FROM
						power >= 2
					}
				}
			}
			modifier = {
				factor = 0.5
				any_neighbor_independent_ruler = {
					has_cb = ROOT
					relative_power_including_allies_attacker = {
						who = FROM
						power >= 5
					}
				}
			}
			modifier = {
				factor = 0.5
				any_neighbor_independent_ruler = {
					has_cb = ROOT
					relative_power_including_allies_attacker = {
						who = FROM
						power >= 10
					}
				}
			}
			
			# AI is more likely to set up protectorates if they are very wealthy (IE: can hire mercs)
			modifier = {
				factor = 2
				FROM = { wealth = 2000 }
			}
			modifier = {
				factor = 2
				FROM = { wealth = 5000 }
			}
			modifier = {
				factor = 2
				FROM = { wealth = 10000 }
			}
			
			# AI is less likely to offer if they will be immediately dragged into costly defensive wars.
			# This penalty is halved for brave decision-takers.
			# Note that this check compares the primary attackers and all allies against the *decision-taker* (not the current defender)
			modifier = {
				factor = 0.8
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.2
						}
					}
				}
			}
			modifier = {
				factor = 0.9
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.2
						}
					}
				}
			}
			modifier = {
				factor = 0.8
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.3
						}
					}
				}
			}
			modifier = {
				factor = 0.9
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.3
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.4
						}
					}
				}
			}
			modifier = {
				factor = 0.75
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.4
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.5
						}
					}
				}
			}
			modifier = {
				factor = 0.75
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.5
						}
					}
				}
			}
			modifier = {
				factor = 0.2
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.6
						}
					}
				}
			}
			modifier = {
				factor = 0.6
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.6
						}
					}
				}
			}
			modifier = {
				factor = 0.2
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.7
						}
					}
				}
			}
			modifier = {
				factor = 0.6
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.7
						}
					}
				}
			}
			modifier = {
				factor = 0.1
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.8
						}
					}
				}
			}
			modifier = {
				factor = 0.55
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.8
						}
					}
				}
			}
			modifier = {
				factor = 0.1
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.9
						}
					}
				}
			}
			modifier = {
				factor = 0.55
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 0.9
						}
					}
				}
			}
			modifier = {
				factor = 0
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = no
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 1.0
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 1.0
						}
					}
				}
			}
			modifier = {
				factor = 0.25
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 1.5
						}
					}
				}
			}
			modifier = {
				factor = 0
				expd_t_root_is_primary_defender_in_a_war = yes
				expd_t_from_is_very_happy_to_join_roots_defensive_wars = yes
				any_war = {
					defender = { character = ROOT }
					attacker = {
						relative_power_including_allies_attacker = {
							who = FROM
							power > 2
						}
					}
				}
			}
			
		}
		
		ai_acceptance = {
			show_maybe_for_human = yes
			
			factor = 0          # Starting score
			yes_threshold = 50  # AI will accept for score >= this
			
			# I like being supported by my dynasty, and especially by my parents/grandparents/ancestors
			additive_modifier = {
				value = 20
				dynasty = FROM
			}
			additive_modifier = {
				value = 10
				is_child_of = FROM
			}
			additive_modifier = {
				value = 10
				is_grandchild_of = FROM
			}
			additive_modifier = {
				value = 10
				is_descendant_of = FROM
			}
			
			# There's a powerful member of my dynasty who could support me!
			additive_modifier = {
				value = -200
				any_dynasty_member = {
					is_landed = yes
					independent = yes
					is_tributary = no
					NOT = { character = FROM }
					relative_power = {
						who = FROM
						power > 1
					}
				}
			}
			
			# You're only propping me up so the heir of your dynasty inherits...
			additive_modifier = {
				value = -50
				NOT = { dynasty = FROM }
				current_heir = { dynasty = FROM }
				OR = {
					is_feudal = yes
					is_tribal = yes
					is_nomadic = yes
				}
			}
			
			# I REALLY like being propped-up by friends and/or lovers
			additive_modifier = {
				value = 50
				is_friend = FROM
			}
			additive_modifier = {
				value = 50
				is_lover = FROM
			}
			additive_modifier = {
				value = 50
				any_spouse = { character = FROM }
			}
			
			# Effect of tier difference
			additive_modifier = {
				value = 20
				lower_real_tier_than = FROM
			}
			additive_modifier = {
				value = -20
				higher_real_tier_than = FROM
			}
			
			# Effect of being a holy order or mercenary band (IE: Can raise their own probably-rather-large band to defend themselves)
			additive_modifier = {
				value = -100
				OR = {
					holy_order = yes
					mercenary = yes
				}
			}
			
			# Effect of opinion
			additive_modifier = {
				value = 20
				opinion = {
					who = FROM
					value >= 25
				}
			}
			additive_modifier = {
				value = 20
				opinion = {
					who = FROM
					value >= 50
				}
			}
			additive_modifier = {
				value = 20
				opinion = {
					who = FROM
					value >= 75
				}
			}
			additive_modifier = {
				value = 20
				opinion = {
					who = FROM
					value >= 100
				}
			}
			
			# Effect of traits
			additive_modifier = {
				value = 20
				trait = content
			}
			additive_modifier = {
				value = 20
				trait = humble
			}
			additive_modifier = {
				value = 20
				trait = craven
			}
			additive_modifier = {
				value = -20
				trait = ambitious
			}
			additive_modifier = {
				value = -20
				trait = proud
			}
			additive_modifier = {
				value = -20
				trait = brave
			}
			
			# Bordered by a larger realm of different religion (who might attack me!)
			additive_modifier = {
				value = 50
				custom_tooltip = {
					text = EXPD_T_REASON_POWERFUL_NEIGHBOUR_OF_DIFF_RELIGION
					any_neighbor_independent_ruler = {
						expd_t_is_religious_enemy_of_from = yes
						relative_power_including_allies_attacker = {
							who = ROOT
							power >= 2
						}
						relative_power_including_allies_attacker = {
							who = ROOT
							power < 4
						}
					}
				}
			}
			additive_modifier = {
				value = 100
				custom_tooltip = {
					text = EXPD_T_REASON_V_POWERFUL_NEIGHBOUR_OF_DIFF_RELIGION
					any_neighbor_independent_ruler = {
						expd_t_is_religious_enemy_of_from = yes
						relative_power_including_allies_attacker = {
							who = ROOT
							power >= 4
						}
						relative_power_including_allies_attacker = {
							who = ROOT
							power < 10
						}
					}
				}
			}
			additive_modifier = {
				value = 200
				custom_tooltip = {
					text = EXPD_T_REASON_VV_POWERFUL_NEIGHBOUR_OF_DIFF_RELIGION
					any_neighbor_independent_ruler = {
						expd_t_is_religious_enemy_of_from = yes
						relative_power_including_allies_attacker = {
							who = ROOT
							power >= 10
						}
					}
				}
			}
			
			# Effect of potential protectorate's power (if I'm strong or wealthy, I don't need protection!)
			additive_modifier = {
				value = -50
				realm_levies >= 5000
			}
			additive_modifier = {
				value = -50
				realm_levies >= 10000
			}
			additive_modifier = {
				value = -50
				realm_levies >= 15000
			}
			additive_modifier = {
				value = -50
				realm_levies >= 20000
			}
			additive_modifier = {
				value = -50
				wealth >= 1000
			}
			additive_modifier = {
				value = -50
				wealth >= 2000
			}
			additive_modifier = {
				value = -50
				wealth >= 5000
			}
			
			# Effect of relative power: A potential protectorate is more likely to accept if their potential protector is much more powerful than they are, and less likely if their potential protector is similarly/less powerful
			# NB: Being significantly less powerful should be blocked by the check to ensure that the potential protectorate can't immediately escape
			additive_modifier = {
				value = -100
				relative_power = {
					who = FROM
					power >= 4
				}
			}
			additive_modifier = {
				value = -100
				relative_power = {
					who = FROM
					power >= 3
				}
			}
			additive_modifier = {
				value = -100
				relative_power = {
					who = FROM
					power >= 2
				}
			}
			additive_modifier = {
				value = -100
				relative_power = {
					who = FROM
					power >= 1
				}
			}
			additive_modifier = {
				value = -100
				relative_power = {
					who = FROM
					power >= 0.8
				}
			}
			additive_modifier = {
				value = 50
				relative_power = {
					who = FROM
					power < 0.4
				}
			}
			additive_modifier = {
				value = 50
				relative_power = {
					who = FROM
					power < 0.2
				}
			}
			additive_modifier = {
				value = 50
				relative_power = {
					who = FROM
					power < 0.1
				}
			}
			additive_modifier = {
				value = 50
				relative_power = {
					who = FROM
					power < 0.05
				}
			}
			
			# Effect of being primary defender in a losing war
			additive_modifier = {
				value = 100
				custom_tooltip = {
					text = EXPD_T_REASON_LOSING_WAR
					any_war = {
						defender = { character = ROOT }
						war_score >= 20
						war_score <  50
					}
				}
			}
			additive_modifier = {
				value = 200
				custom_tooltip = {
					text = EXPD_T_REASON_LOSING_WAR_BADLY
					any_war = {
						defender = { character = ROOT }
						war_score >= 50
						war_score <  80 # If defensive warscore is <-80, protector probably won't be able to help
					}
				}
			}
			additive_modifier = {
				value = 50
				custom_tooltip = {
					text = EXPD_T_REASON_DEFENDING_AGAINST_LARGER_AGGRESSOR
					any_war = {
						defender = { character = ROOT }
						war_score <= -20 #This reason is invalid unless you're clearly losing!
						attacker = {
							relative_power_including_allies_defender = {
								who = PREV
								power < 0.5
							}
						}
					}
				}
			}
			additive_modifier = {
				value = 50
				custom_tooltip = {
					text = EXPD_T_REASON_DEFENDING_AGAINST_MUCH_LARGER_AGGRESSOR
					any_war = {
						defender = { character = ROOT }
						war_score <= -20 #This reason is invalid unless you're clearly losing!
						attacker = {
							relative_power_including_allies_defender = {
								who = PREV
								power < 0.25
							}
						}
					}
				}
			}
			
			# Effect of distance (if the protector is further away then they are less likely to be effective)
			additive_modifier = {
				value = -50
				distance_from_realm = {
					who = FROM
					value >= 100
				}
			}
			additive_modifier = {
				value = -50
				distance_from_realm = {
					who = FROM
					value >= 200
				}
			}
			additive_modifier = {
				value = -50
				distance_from_realm = {
					who = FROM
					value >= 300
				}
			}
			additive_modifier = {
				value = -100
				distance_from_realm = {
					who = FROM
					value >= 500
				}
			}
			additive_modifier = {
				value = -100
				distance_from_realm = {
					who = FROM
					value >= 1000
				}
			}
			additive_modifier = {
				value = -100
				distance_from_realm = {
					who = FROM
					value >= 2000
				}
			}
			additive_modifier = {
				value = -100
				distance_from_realm = {
					who = FROM
					value >= 3000
				}
			}
			additive_modifier = {
				value = -100
				distance_from_realm = {
					who = FROM
					value >= 4000
				}
			}
			additive_modifier = {
				value = -100
				distance_from_realm = {
					who = FROM
					value >= 5000
				}
			}
			
			# Debug mode!
			additive_modifier = {
				value = 1000
				custom_tooltip = {
					text = EXPD_T_REASON_DEBUG_MODE_ENABLED
					FROM = { ai = no }
					has_global_flag = expd_t_debug_mode
				}
			}
			
		}
	}
	
	expd_t_change_type_to_protectorate = {
		# This decision allows players to change permanent tributaries into protectorates
		# FROM = suzerain; ROOT = tributary
		
		only_independent = yes
		filter = independent_rulers
		
		# This decision is only for players!
		ai_target_filter = none
		
		from_potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = no
			ai           = no
		}
		
		potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = {
				type = permanent
				suzerain = FROM
			}
		}
		
		allow = {
			always = yes
		}
		
		effect = {
			FROM = {
				make_tributary = {
					who = ROOT
					percentage = 0.2
					tributary_type = expd_t_protectorate
				}
			}
			hidden_tooltip = { ROOT = { character_event = { id = EDTSuzerainBuff.1000 } } }
		}
		
	}
	
	expd_t_change_type_to_vanilla_permanent = {
		# This decision allows players to change permanent tributaries into protectorates
		# (Potentially useful for removing the mod from an ongoing save)
		# FROM = suzerain; ROOT = tributary
		
		only_independent = yes
		filter = independent_rulers
		
		# This decision is only for players!
		ai_target_filter = none
		
		from_potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = no
			ai           = no
		}
		
		potential = {
			independent  = yes
			is_landed    = yes
			is_tributary = {
				type = expd_t_protectorate
				suzerain = FROM
			}
		}
		
		allow = {
			always = yes
		}
		
		effect = {
			FROM = {
				make_tributary = {
					who = ROOT
					percentage = 0.2
					tributary_type = permanent
				}
			}
			hidden_tooltip = { ROOT = { character_event = { id = EDTSuzerainBuff.1000 } } }
		}
		
	}
	
}









################################
#                              #
#   Intrigue Menu Decisions    #
#                              #
################################

# ROOT is the decision taker (ie. the protectorate)

decisions = {
	expd_t_protectorate_independence_normal = {
		is_high_prio = yes
		ai_check_interval = 6

		potential = {
			is_tributary = {
				type = expd_t_protectorate
			}
		}
		
		allow = {
			
			OR = {
				
				# Get out for free if you're a player in debug mode
				trigger_if = {
					limit = { has_global_flag = expd_t_debug_mode }
					custom_tooltip = {
						text = EXPD_T_TOOLTIP_DEBUG_MODE_ENABLED
						ai = no
					}
				}
				
				# Get out for free if either you or your suzerain is not independent
				suzerain = {
					show_scope_change = no
					ROOT = {
						show_scope_change = no
						expd_t_root_can_instantly_stop_being_a_protectorate_of_prev_due_to_non_independence = yes
					}
				}
				
				# Not at war with your suzerain, and not in a war on the same side as your suzerain
				# And signifcantly more powerful or prestigious than your suzerain
				AND = {
					OR = {
						war = no
						custom_tooltip = {
							text = EXPD_T_TOOLTIP_AT_WAR_BUT_NOT_WITH_SUZERAIN_OR_ON_SAME_SIDE_AS_SUZERAIN
							war = yes
							NOT = { suzerain = { war_with = ROOT } }
							NOT = {
								any_war = {
									any_defender = { character = ROOT }
									any_defender = { ROOT = { suzerain = { character = PREVPREVPREV } } }
								}
							}
							NOT = {
								any_war = {
									any_attacker = { character = ROOT }
									any_attacker = { ROOT = { suzerain = { character = PREVPREVPREV } } }
								}
							}
						}
					}
					suzerain = {
						show_scope_change = no
						ROOT = {
							show_scope_change = no
							expd_t_root_has_significantly_more_troops_or_prestige_than_prev = yes
						}
					}
				}
			}
		}
		effect = {
			any_suzerain = {
				character_event = { id = JD.2200 }
				remove_tributary = ROOT
				hidden_tooltip = {
					character_event = { id = EDTSuzerainBuff.2000 }
					character_event = { id = EDTSuzerainBuff.1000 }
				}
			}
		}
		ai_will_do = {
			
			factor = 1 # Base chance = 100%
			
			# Extreme chance if the relationship has become invalid
			modifier = {
				factor = 1000
				suzerain = {
					show_scope_change = no
					ROOT = {
						show_scope_change = no
						expd_t_root_can_instantly_stop_being_a_protectorate_of_prev_due_to_non_independence = yes
					}
				}
			}
			
			# Suzerain being lower tier is humiliating
			modifier = {
				factor = 10
				any_suzerain = { lower_real_tier_than = ROOT }
			}
			
			# More chance with higher AI ambition
			modifier = {
				factor = 2
				ai_ambition > 20
			}
			modifier = {
				factor = 2
				ai_ambition > 40
			}
			modifier = {
				factor = 2
				ai_ambition > 60
			}
			modifier = {
				factor = 2
				ai_ambition > 80
			}
			modifier = {
				factor = 2
				ai_ambition > 100
			}
			modifier = {
				factor = 0.5
				ai_ambition < -20
			}
			modifier = {
				factor = 0.5
				ai_ambition < -40
			}
			modifier = {
				factor = 0.5
				ai_ambition < -60
			}
			modifier = {
				factor = 0.5
				ai_ambition < -80
			}
			modifier = {
				factor = 0.5
				ai_ambition < -100
			}
			
			# Bordered by a larger realm of different religion (who might attack me!)
			modifier = {
				factor = 0.1
				any_neighbor_independent_ruler = {
					expd_t_is_religious_enemy_of_root = yes
					relative_power_including_allies_attacker = {
						who = ROOT
						power >= 2
					}
				}
			}
			modifier = {
				factor = 0.1
				any_neighbor_independent_ruler = {
					expd_t_is_religious_enemy_of_root = yes
					relative_power_including_allies_attacker = {
						who = ROOT
						power >= 4
					}
				}
			}
			modifier = {
				factor = 0.1
				any_neighbor_independent_ruler = {
					expd_t_is_religious_enemy_of_root = yes
					relative_power_including_allies_attacker = {
						who = ROOT
						power >= 10
					}
				}
			}
			
		}
	}
	
}