decisions = {

	conscript_merchant_ships = {
		is_high_prio = yes
		potential = {
			NOT = {
				has_earmarked_regiments = conscripted_merchant_ships
			}
			has_overseas_holdings = yes
		}
		allow = {
			war = yes
			wealth = 50
		}
		effect = {
			wealth = -50
			spawn_fleet = {
				province = closest # closest sea zone
				owner = ROOT
				disband_on_peace = yes
				earmark = conscripted_merchant_ships
				troops =
				{
					galleys = { 20 20 }
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				year = 1100
			}
			modifier = {
				factor = 0
				NOT = {
					any_war = {
						OR = {
							defender = { character = ROOT }
							attacker = { character = ROOT }
						}
					}
				}
			}
		}
	}
	
	raise_tribal_units = {
		is_high_prio = yes
		#is_mercenary = yes
		potential = {
			#ai = no
			is_tribal = yes
		}
		allow = {
			war = yes
			prestige = 150		
		}
		effect = {
			prestige = -150
			random = {
				chance = 25
				modifier = {
					factor = 0
					NOT = {
						OR = {
							has_focus = focus_war
							has_ambition = obj_improve_martial
						}
					}
				}
				capital_scope = {
					PREV = {
						spawn_unit = {
							owner = ROOT
							province = PREV
							home = PREV
							troops = {
								archers = { 100 100 }
								light_infantry = { 250 250 }
								light_cavalry = { 50 50 }
							}
							attrition = 1.0
							disband_on_peace = yes
							maintenance_multiplier = 0.5
						}
					}
				}
			}
			capital_scope = {
				PREV = {
					spawn_unit = {
						owner = ROOT
						province = PREV
						home = PREV
						troops = {
							archers = { 50 50 }
							light_infantry = { 150 150 }
							light_cavalry = { 50 50 }
						}
						attrition = 1.0
						disband_on_peace = yes
						maintenance_multiplier = 0.5
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
			# Stagger to avoid all prestige being used up
			modifier = {
				factor = 0
				NOT = {
					prestige = 350
				}
			}
			modifier = {
				factor = 0.25
				prestige = 350
				NOT = {
					prestige = 700
				}
			}
			modifier = {
				factor = 0.5
				prestige = 700
				NOT = {
					prestige = 1000
				}
			}
			modifier = {
				factor = 0.75
				prestige = 1000
				NOT = {
					prestige = 1400
				}
			}
			# If weaker than opponent higher chance of creating tribal army
			modifier = {
				factor = 2
					any_war = {
						OR = {
							AND = {
								defender = { 
									relative_power = { who = ROOT power = 1.0 }
								}
								attacker = { character = ROOT } 
							}
							AND = {
								attacker = { relative_power = { who = ROOT power = 1.0 }}
								defender = { character = ROOT }
							}
						}
					}
			}
			# If greatly stronger than opponent do not create tribal armies
			modifier = {
				factor = 0
					any_war = {
						OR = {
							AND = {
								NOT = {
									defender = { 
										relative_power = { who = ROOT power = 0.5 }
									}
								}
								attacker = { character = ROOT } 
							}
							AND = {
								NOT = {
									attacker = { relative_power = { who = ROOT power = 0.5 } }
								}
								defender = { character = ROOT }
							}
						}
					}
			}
			# Less chance to use against other AI's
			modifier = {
				factor = 0.5
				NOT = {
					any_war = {
						OR = {
							AND = {
								defender = { ai = no }
								attacker = { character = ROOT } 
							}
							AND = {
								attacker = { ai = no }
								defender = { character = ROOT }
							}
						}
					}
				}
			}
		}
	}
	
}
