
decisions = {

	recruit_honour_guard = {
		is_high_prio = yes 
		ai_check_interval = 12
	
		potential = {
			OR = {		# indie dukes, all kings+
				independent = yes
				higher_tier_than = DUKE
			}
			higher_tier_than = COUNT
			in_revolt = no
			is_adult = yes		
			prisoner = no
			NOT = { trait = travelling }
			NOT = { has_character_flag = hiring_honour_guard_flag }
			NOR = {
				has_character_modifier = honour_guard_1_modifier
				has_character_modifier = honour_guard_2_modifier
				has_character_modifier = honour_guard_3_modifier
				has_character_modifier = honour_guard_4_modifier
				has_character_modifier = honour_guard_5_modifier
				has_character_modifier = honour_guard_6_modifier
				has_character_modifier = honour_guard_7_modifier
				has_character_modifier = honour_guard_8_modifier
				has_character_modifier = honour_guard_9_modifier
				has_character_modifier = honour_guard_10_modifier
				has_character_modifier = honour_guard_11_modifier
				has_character_modifier = honour_guard_12_modifier
				has_character_modifier = honour_guard_13_modifier
				has_character_modifier = honour_guard_14_modifier
				has_character_modifier = honour_guard_15_modifier
				has_character_modifier = honour_guard_16_modifier
			}
		}
		
		allow = {
			scaled_wealth = {		# 1.5 years' worth of gold
				value = 1.5
				min = 50
				max = 500
			}
			prestige = 300
			in_battle = no 
			OR = {		# indie dukes, all kings+
				independent = yes
				higher_tier_than = DUKE
			}
		}
		
		effect = {
			hidden_tooltip = {
				set_character_flag = hiring_honour_guard_flag
			}
			character_event = { id = HonourGuard.101 }
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.1
				trait = paranoid 
			}
			modifier = {
				factor = 1.1
				trait = in_hiding 
			}
			modifier = {
				factor = 1.1
				trait = blinded 
			}
			modifier = {
				factor = 1.1
				trait = craven 
			}
			modifier = {
				factor = 1.1
				trait = ambitious 
			}
			modifier = {
				factor = 1.1
				trait = proud 
			}
			modifier = {
				factor = 1.1
				trait = gamer 
			}
			modifier = {
				factor = 1.1
				trait = shrewd 
			}
			modifier = {
				factor = 0.5	# middleground but not really
			}
			modifier = {
				factor = 0.75
				trait = trusting 
			}
			modifier = {
				factor = 0.75
				trait = gregarious 
			}
			modifier = {
				factor = 0.75
				trait = deceitful 
			}
			modifier = {
				factor = 0.75
				trait = cynical 
			}
			modifier = {
				factor = 0.75
				trait = brave 
			}
			modifier = {
				factor = 0.75
				trait = humble 
			}
			modifier = {
				factor = 0.75
				trait = schemer 
			}
			modifier = {
				factor = 0.75
				trait = dull 
			}
		}
	}



}	# closed decision bracket
