targetted_decisions = {	
	expd_tv_make_shieldmaiden_self = {
		
		# Female members of warrior lodges (including unlanded!) can declare themselves to be shieldmaidens
		# Intended, mostly, to ensure that AI warriors declare themselves to be shieldmaidens
		#			(because they have the ability to make other people shieldmaidens)
		#			but this may be useful for the player too, occasionally.
		
		is_in_society = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 24

		# from_potential is not valid for self-targeted decisions

		potential = {
			is_female = yes
			is_adult = yes
			NOT = { trait = shieldmaiden }
			is_member_of_any_warrior_lodge_trigger = yes
		}

		allow = {
			
			# Otherwise, use the same criteria as for a ruler making a courtier a shieldmaiden
            custom_tooltip = {
				text = is_not_incapable_inbred_or_imbecile_tt
				NOT = { trait = incapable }
				NOT = { trait = inbred }
				NOT = { trait = imbecile }
			}
			NOR = {
				trait = craven
				trait = mangled
				expd_tv_this_character_has_a_temporary_illness = yes
				expd_tv_this_character_is_recovering_from_wounds = yes
			}
			custom_tooltip = { #must not have refused or been recently relieved of this duty...
				text = make_shieldmaiden_custom_tooltip_3
				hidden_tooltip = { NOT = { has_character_modifier = recently_relieved_shieldmaiden_timer } }
			}
			conditional_tooltip = {
				trigger = { is_ruler = yes }
				wealth >= 50
			}
			
		}

		effect = {
			add_trait = shieldmaiden
			if = {
				limit = { is_ruler = yes }
				wealth = -50
			}
		}

		ai_will_do = {
			factor = 0.1
			
			# Higher society rank => more likely
			# Female heroes should ALWAYS want to be shieldmaidens
			modifier = {
				factor = 2
				society_rank >= 2
			}
			modifier = {
				factor = 2
				society_rank >= 3
			}
			modifier = { 
				factor = 1000
				society_rank >= 4
			}
			
			# Norse pagan => significantly more likely (traditions/myths/sagas/etc)
			modifier = {
				factor = 2
				OR = {
					religion = norse_pagan
					religion = norse_pagan_reformed
				}
			}
			
			# Good traits (from Norse shieldmaiden conditions) => slightly more likely
			# Opposite of good traits => much less likely
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 1.5
				trait = proud
			}
			modifier = {
				factor = 1.5
				trait = ambitious
			}
			modifier = {
				factor = 1.5
				trait = diligent
			}
			modifier = {
				factor = 1.5
				trait = just
			}
			modifier = {
				factor = 1.5
				trait = gregarious
			}
			modifier = { # Craven actually blocks the decision, so isn't needed here, but is included for completeness
				factor = 0
				trait = craven
			}
			modifier = {
				factor = 0.2
				trait = humble
			}
			modifier = {
				factor = 0.2
				trait = content
			}
			modifier = {
				factor = 0.2
				trait = slothful
			}
			modifier = {
				factor = 0.2
				trait = arbitrary
			}
			modifier = {
				factor = 0.2
				trait = shy
			}
			
			# Physicality
			#  - Significantly less likely if known to be weak
			#  - Slightly more likely if strong
			modifier = {
				factor = 0.1
				trait = weak
			}
			modifier = {
				factor = 0.1
				trait = feeble
			}
			modifier = {
				factor = 1.5
				trait = strong
			}
			modifier = {
				factor = 1.5
				trait = robust
			}
			modifier = {
				factor = 1.5
				trait = sturdy
			}
			modifier = {
				factor = 1.5
				trait = giant
			}
			
			# Martial stat
			#  - Low martial => significantly less likely
			#  - High martial => slightly more likely
			modifier = {
				factor = 0.1
				martial < 2
			}
			modifier = {
				factor = 0.1
				martial < 4
			}
			modifier = {
				factor = 0.1
				martial < 6
			}
			modifier = {
				factor = 0.2
				martial < 8
			}
			modifier = {
				factor = 0.5
				martial < 10
			}
			modifier = {
				factor = 1.5
				martial >= 15
			}
			modifier = {
				factor = 1.5
				martial >= 20
			}
			modifier = {
				factor = 1.5
				martial >= 25
			}
			modifier = {
				factor = 1.5
				martial >= 30
			}
			
			# Personal combat skill
			#  - Low => significantly less likely
			#  - High => slightly more likely
			modifier = {
				factor = 0.1
				combat_rating < 0
			}
			modifier = {
				factor = 0.5
				combat_rating < 10
			}
			modifier = {
				factor = 1.5
				combat_rating >= 30
			}
			modifier = {
				factor = 1.5
				combat_rating >= 50
			}
			
			# Wealth (for rulers)
			#  - Low wealth => less likely
			modifier = {
				factor = 0.1
				is_ruler = yes
				wealth < 60
			}
			modifier = {
				factor = 0.2
				is_ruler = yes
				wealth < 100
			}
			modifier = {
				factor = 0.5
				is_ruler = yes
				wealth < 200
			}
		}
	}
}