decisions = {
	touch_grass = {
		is_high_prio = yes	
		potential = {
			#NOT = { trait = one_with_nature }
			NOT = {	has_character_modifier = journey_to_nature }
				OR = {
							
							#trait = immortal
							trait = stressed
							NOT = { trait = one_with_nature }
				}
		}
		allow = {
			custom_tooltip = {
				text = one_with_nature_cooldown_desc
				hidden_tooltip = {
					NOT = { has_character_modifier = one_with_nature_cooldown_mod }
				}
			}
			OR = {
							
							#trait = immortal
							trait = stressed
							NOT = { trait = one_with_nature }
				
			}

				
			is_ruler = yes	
			wealth = 20
			primary_title = { higher_tier_than = COUNT }
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			custom_tooltip = {
				text = is_not_busy_trigger_tooltip
				hidden_tooltip = { NOT = { has_character_flag = do_not_disturb } }
			}
		}			
		effect = {
			wealth = -20
			#remove_trait = stressed
			#add_trait = one_with_nature
			#set_character_flag = one_with_nature
			set_character_flag = do_not_disturb
			hidden_tooltip = {
				add_character_modifier = {
					modifier = one_with_nature_cooldown_mod
					years = 1
					hidden = yes
				}
			}
			hidden_tooltip = {
				add_character_modifier = {
					modifier = journey_to_nature
					months = 5
					hidden = yes
				}
			}
			#hidden_tooltip = { 
				character_event = { id = touch_grass_ev.1 days = 1  }

			#}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.02
			}
			modifier = {
				factor = 2
				martial = 16
			}
			modifier = {
				factor = 0.2
				is_female = yes
			}
			modifier = {
				factor = 2
				trait = brave
			}
		}
	}

}