
decisions = {

# flip themiskyran
	adopt_themiskyran_culture = { 
		is_high_prio = yes 
		ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes			
			prisoner = no
			culture_group = byzantine
			NOR = { 
				culture = alan 				# becomes scythian instead
				culture = arberian 			# becomes illyrian instead
			}
			NOT = { culture = themiskyran_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = themiskyran_reborn_flag
					}
					NOT = { has_global_flag = themiskyran_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			culture_group = byzantine
			NOR = { 
				culture = alan 				# becomes scythian instead
				culture = arberian 			# becomes illyrian instead
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				OR = { 
					religion = hellenic_pagan
					religion = hellenic_pagan_reformed
				}
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {		# happens too often
				factor = 0
				has_landed_title = e_byzantium
				has_game_rule = { 
					name = succession_law_amz
					value = default_succession_amz
				}
			}
			modifier = {
				factor = 2
				completely_controls = c_sinope
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_sinope }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}

# flip valkyrie
	adopt_valkyrie_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			culture_group = north_germanic
			NOT = { culture = valkyrie_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = valkyrie_reborn_flag
					}
					NOT = { has_global_flag = valkyrie_reborn_flag }
				}
				ai = no 
			}
		}
		  
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			culture_group = north_germanic
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				religion = norse_pagan_reformed
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_uppland
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_uppland }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}

# flip scythian
	adopt_scythian_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = {
				culture_group = east_slavic
				culture = alan 		# from byzantine 
			}
			NOT = { culture = scythian_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = scythian_reborn_flag
					}
					NOT = { has_global_flag = scythian_reborn_flag }
				}
				ai = no 
			}
		}
			  
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = {
				culture_group = east_slavic
				culture = alan 		# from byzantine 
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				religion = tengri_pagan_reformed
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {		# won't become scythian if Alani gains byzantine empire 
				factor = 0
				has_landed_title = e_byzantium
				has_game_rule = { 
					name = succession_law_amz
					value = default_succession_amz
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {		# happens too often
				factor = 0
				has_landed_title = e_byzantium
				has_game_rule = { 
					name = succession_law_amz
					value = default_succession_amz
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_crimea
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_crimea }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}

# flip parthian
	adopt_parthian_culture = {
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = { 
				culture_group = iranian 
			}
			NOR = { 
				culture = parthian_amz
			}
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = parthian_reborn_flag
					}
					NOT = { has_global_flag = parthian_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = {
				culture_group = iranian 
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				OR = { 
					religion = zoroastrian
					religion = mazdaki
					religion = manichean
					religion = khurmazta
					religion = zun_pagan
					religion = zun_pagan_reformed
				}
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {		# happens too often
				factor = 0
				has_landed_title = e_byzantium
				has_game_rule = { 
					name = succession_law_amz
					value = default_succession_amz
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_merv
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_merv }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}

# flip kushite
	adopt_kushite_culture = {
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = { 
				culture = egyptian_arabic 
				culture_group = east_african
			}
			NOT = { culture = kushite_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = kushite_reborn_flag
					}
					NOT = { has_global_flag = kushite_reborn_flag }
				}
				ai = no 
			}
		}
			  
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = { 
				culture = egyptian_arabic 
				culture_group = east_african
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				OR = { 
					religion = african_pagan_reformed
					religion = hellenic_pagan_reformed
				}
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_atbara
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_atbara }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}
	
# flip carthaginian
	adopt_carthaginian_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = {
				culture = maghreb_arabic
				culture = andalusian_arabic
			}
			NOT = { culture = carthaginian_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = carthaginian_reborn_flag
					}
					NOT = { has_global_flag = carthaginian_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = {
				culture = maghreb_arabic
				culture = andalusian_arabic
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				OR = { 
					religion = hellenic_pagan
					religion = hellenic_pagan_reformed
				}
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_tunis
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_tunis }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}
	
# flip etruscan
	adopt_etruscan_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = {
				culture = italian
				culture = roman
				culture = sardinian
			}
			NOT = { culture = etruscan_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = etruscan_reborn_flag
					}
					NOT = { has_global_flag = etruscan_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = {
				culture = italian
				culture = roman
				culture = sardinian
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				OR = { 
					religion = hellenic_pagan
					religion = hellenic_pagan_reformed
				}
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_firenze
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_firenze }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 10
				any_owned_bloodline = { has_bloodline_flag = matilde_bloodline }
			}
		}
	}
	
# flip pritani
	adopt_pritani_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			culture_group = celtic
			NOT = { culture = pritani_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = pritani_reborn_flag
					}
					NOT = { has_global_flag = pritani_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			culture_group = celtic
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				religion = pagan_group
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					}
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_essex
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_essex }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 10
				any_owned_bloodline = { has_bloodline_flag = bloodline_boudica }
			}
		}
	}
	
# flip illyrian
	adopt_illyrian_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = {
				culture = bosnian
				culture = croatian
				culture = serbian
				culture = arberian		# from byzantine 
			}
			NOT = { culture = illyrian_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = illyrian_reborn_flag
					}
					NOT = { has_global_flag = illyrian_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = {
				culture = bosnian
				culture = croatian
				culture = serbian
				culture = arberian
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				religion = slavic_pagan_reformed
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {		# won't become illyrian if Arberian gains byzantine empire 
				factor = 0
				has_landed_title = e_byzantium
				has_game_rule = { 
					name = succession_law_amz
					value = default_succession_amz
				}
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					} 
				}
			}
			modifier = {		# happens too often
				factor = 0
				has_landed_title = e_byzantium
				has_game_rule = { 
					name = succession_law_amz
					value = default_succession_amz
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_zeta
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_zeta }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 10
				any_owned_bloodline = { has_bloodline_flag = teuta_bloodline }
			}
		}
	}
	
# flip valascan
	adopt_valascan_culture = { 
	  is_high_prio = yes 
	  ai_check_interval = 12
	  
		potential = {
			independent = yes
			is_adult = yes
			is_female = yes
			prisoner = no
			OR = {
				culture = bohemian
				culture = slovieni
			}
			NOT = { culture = valascan_amz }
			NOT = { religion = anunnaki }
			NAND = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
				ai = yes
			}
			NOT = { has_character_modifier = pre_trailblazer_modifier }
			OR = {
				OR = {
					AND = {
						has_game_rule = { 		
							name = culture_freq_amz
							value = common_amz
						}
						has_global_flag = valascan_reborn_flag
					}
					NOT = { has_global_flag = valascan_reborn_flag }
				}
				ai = no 
			}
		}
		
		allow = {
			OR = {
				realm_size = 36
				higher_tier_than = DUKE
			}
			prestige = 300
			war = no
			independent = yes
			OR = {
				culture = bohemian
				culture = slovieni
			}
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			narrative_event = { id = AmzCul.101 }	
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				religion = slavic_pagan_reformed
			}
			modifier = {
				factor = 0.2 
			}
			modifier = {
				factor = 2
				OR = {
					has_game_rule = {
						name = gender
						value = historical
					}
					has_game_rule = {
						name = gender
						value = default
					}
				}
			}
			modifier = { 	
				factor = 2
				FROM = { 
					character = yes 
					current_heir = { 
						is_female = yes 
						OR = {
							is_married = no
							is_married_matrilineally = yes
						}
					} 
				}
			}
			modifier = {
				factor = 0.5
				tier = EMPEROR
			}
			modifier = {
				factor = 2
				completely_controls = c_praha
			}
			modifier = {
				factor = 0.8
				NOT = { completely_controls = c_praha }
			}
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 1000
				religion = ishtarian
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}
	
	
# gain amazonian sympathies modifier to be instantly converted, ai only
	gain_amazonian_sympathies_modifier = { 
		is_high_prio = yes
		ai_check_interval = 3
	
		potential = {
			NOT = { has_character_modifier = amazonian_sympathies_modifier }
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			top_liege = { has_character_modifier = pre_trailblazer_modifier }
			ai = yes
			independent = no 
		}
		
		allow = {
			is_alive = yes
		}
		
		effect = {
			add_character_modifier = { 
				name = amazonian_sympathies_modifier    
				years = 3
			}
		}
			
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				opinion = {
					who = top_liege
					value = 30
				}
			}
			modifier = {
				factor = 0.01
				opinion = {
					who = top_liege
					value < 15
				}
			}
			modifier = {
				factor = 0.5
				is_female = no 
				OR = {
					trait = dull
					trait = slothful
					trait = arbitrary
				}
			}
			modifier = {
				factor = 0.1
				is_female = no 
				OR = {
					trait = stubborn
					trait = cruel
				}
			}
			modifier = {
				factor = 0.1
				is_female = yes
				OR = {
					trait = content
					trait = dull
				}
			}
			modifier = {
				factor = 1.5
				OR = {
					trait = shrewd
					trait = shieldmaiden
				}
			}
			modifier = {
				factor = 10
				OR = {
					trait = is_amazonian
					trait = is_amazonian_immortal
					religion = ishtarian 
				}
			}
			modifier = {	# powerful vassals will resist
				factor = 0.1
				is_female = no
				relative_power = {
					who = top_liege
					power > 1
				}
			}
			modifier = {
				factor = 2
				top_liege = {		# spread faster through strong females
					OR = {
						trait = is_amazonian
						trait = is_amazonian_immortal
					}
				}
			}
			modifier = {
				factor = 5
				OR = {
					is_amazonian_culture_trigger = yes
				}
			}
			modifier = {			# prestige-rich less likely, cumulative
				factor = 0.5
				monthly_prestige >= 3
			}
			modifier = {
				factor = 0.5
				monthly_prestige >= 2.5
			}
			modifier = {
				factor = 0.5
				monthly_prestige >= 2
			}
			modifier = {
				factor = 1
				monthly_prestige >= 1.5
			}
			modifier = {			# prestige-poor more likely
				factor = 1.5
				monthly_prestige < 1
			}
			modifier = {
				factor = 1.5
				is_female = yes 
				top_liege = {
					culture_group = ROOT 
				}
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
		}
	}


# vassal adopt amazonian culture from liege 

	adopt_amazonian_culture_liege = { 
		is_high_prio = yes 
		ai_check_interval = 3
	 
		potential = {
			prisoner = no
			OR = {
				NOR = { 
					is_amazonian_culture_trigger = yes
				}
				AND = {								# Dukes+ will retain their amz culture 
					lower_tier_than = DUKE			# Counts and Barons will convert, but slowly
					is_landed = yes 
				}
			}
			OR = {
				is_amazonian_traited_trigger = yes
				mother = {
					is_amazonian_traited_trigger = yes
				}
			}
			NOT = { 
				liege = { culture = ROOT }
			}
			any_liege = {							# only strong amazons will convert vassals 
				is_amazonian_traited_trigger = yes 
			}
			AND = {
				independent = no 
				liege = { 
					OR = { 
						is_amazonian_culture_trigger = yes
					}
				}
			}
			OR = {
				opinion = {
					who = liege
					value = 30
				}
				AND = {
					is_landed = yes 
					lower_tier_than = DUKE
					opinion = {
						who = liege
						value = 30
					}
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = themiskyran_amz }
					culture_group = byzantine
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = valkyrie_amz }
					OR = {
						culture_group = north_germanic
						culture_group = central_germanic
					}
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = scythian_amz }
					OR = { 
						culture_group = east_slavic
						culture_group = altaic 
						culture = alan 
					}
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = parthian_amz }
					culture_group = iranian
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = kushite_amz }
					OR = { 
						culture = egyptian_arabic 
						culture_group = east_african
					}
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = carthaginian_amz }
					OR = {
						culture = maghreb_arabic
						culture = andalusian_arabic
						culture = levantine_arabic
					}
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = etruscan_amz }
					OR = {
						culture = italian
						culture = roman
						culture = sardinian
					}
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = pritani_amz }
					culture_group = celtic
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = illyrian_amz }
					culture_group = south_slavic
					culture = arberian
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { culture = valascan_amz }
					culture_group = west_slavic
				}
				AND = {
					opinion = {
						who = liege
						value = 1
					}
					liege = { 
						OR = { 
							dynasty = ROOT 
							is_close_relative = ROOT
						}
					}
				}
			}
			NOT = {
				has_game_rule = { 		
					name = culture_freq_amz
					value = never_amz
				}
			}
		}
		
		allow = {
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			prestige = 25
			hidden_tooltip = {
				character_event = { id = AmzCul.102 }	
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				opinion = {
					who = liege
					value = 50
				}
			}
			modifier = {
				factor = 0.75
				opinion = {
					who = liege
					value <= 50
				}
			}
			modifier = {
				factor = 0.25
				any_liege = {		# trickle down rather than spread 	
					NOR = {
						is_amazonian_culture_trigger = yes
					}
				}
			}
			modifier = {
				factor = 1.5
				is_landed = no 
			}
			modifier = {
				factor = 2
				liege = {
					culture_group = ROOT 
				}
			}
			modifier = {
				factor = 10
				has_game_rule = { 		
					name = culture_freq_amz
					value = common_amz
				}
			}
			modifier = {
				factor = 0.1
				has_game_rule = { 		
					name = culture_freq_amz
					value = rare_amz
				}
			}
		}
	}


# force enatic-cognatic
	force_enatic_cognatic_succ = { 
		is_high_prio = yes
		ai_check_interval = 1
	 
		potential = {
			has_global_flag = still_successing_like_this_flag 		# because it's an automatic event now
			OR = { 
				is_amazonian_culture_trigger = yes
				AND = {
					religion = cathar
					has_global_flag = cathar_enat_cognatic_flag
				}
				AND = {
					religion = messalian
					has_global_flag = messalian_enat_cognatic_flag
				}
				AND = {
					religion = bogomilist
					has_global_flag = bogomilist_enat_cognatic_flag
				}
				AND = {
					religion = mazdaki
					has_global_flag = mazdaki_enat_cognatic_flag
				}
			}
			NOR = { 
				government = merchant_republic_government
			}
			OR = {
				NOR = {
					government = theocracy_government 
					government = order_government
				}
				AND = { 
					OR = {
						government = order_government
						government = theocracy_government 
					}
					religion_allows_female_temple_holders = yes
				}
			}
			any_demesne_title = { 
				NOR = { 
					has_law = enatic_cognatic_succession 
					has_law = enatic_succession
				}
			}
			ai = yes
		}
		
		allow = {
			is_alive = yes
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.801 }	
			}
		}
			
		ai_will_do = {
			factor = 1
		}
	}
	
	
# force enatic, for enatic religions only
	force_enatic_succ = { 
		is_high_prio = yes
		ai_check_interval = 1
	 
		potential = {
			has_global_flag = still_successing_like_this_flag 		# because it's an automatic event now
			OR = {	
				AND = {
					religion = cathar
					has_global_flag = cathar_enatic_flag
				}
				AND = {
					religion = messalian
					has_global_flag = messalian_enatic_flag
				}
				AND = {
					religion = bogomilist
					has_global_flag = bogomilist_enatic_flag
				}
				AND = {
					religion = mazdaki
					has_global_flag = mazdaki_enatic_flag
				}
				has_religion_feature = religion_matriarchal
			}
			NOT = { 
				government = merchant_republic_government 
			}
			any_demesne_title = { 
				NOT = { 
					has_law = enatic_succession
				}
			}
			ai = yes
		}
		
		allow = { 
			is_alive = yes
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.802 }	
			}
		}
			
		ai_will_do = {
			factor = 1
		}
	}



# force absolute-cognatic non amazon theocracy
	force_absolute_cognatic_succ_heresy_theocracy = { 
		is_high_prio = yes
		ai_check_interval = 1
	 
		potential = {
			has_global_flag = still_successing_like_this_flag 		# because it's an automatic event now
			NOR = { 
				is_amazonian_culture_trigger = yes
			}
			any_demesne_title = { 
				NOT = { 
					has_law = cognatic_succession
				}
			}
			religion_allows_female_temple_holders = yes
			government = theocracy_government
			ai = yes
			is_playable = no
		}
		
		allow = {
			is_alive = yes
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.803 }	
			}
		}
			
		ai_will_do = {
			factor = 1
		}
	}

# force absolute-cognatic non amazon, previously only republic
	force_absolute_cognatic_succ_heresy_republic = { 
		is_high_prio = yes
		ai_check_interval = 1
	 
		potential = {
		has_global_flag = still_successing_like_this_flag 		# because it's an automatic event now
			NOR = { 
				is_amazonian_culture_trigger = yes
			}
			OR = { 
				AND = {
					religion = cathar
					NOR = {
						has_global_flag = cathar_enat_cognatic_flag
						has_global_flag = cathar_enatic_flag
					}
				}
				AND = {
					religion = messalian
					NOR = {
						has_global_flag = messalian_enat_cognatic_flag
						has_global_flag = messalian_enatic_flag
					}
				}
				AND = {
					religion = bogomilist
					NOR = {
						has_global_flag = bogomilist_enat_cognatic_flag
						has_global_flag = bogomilist_enatic_flag
					}
				}
				AND = {
					religion = mazdaki
					NOR = {
						has_global_flag = mazdaki_enat_cognatic_flag
						has_global_flag = mazdaki_enatic_flag
					}
				}
			}
			any_demesne_title = { 
				NOT = { 
					has_law = cognatic_succession
				}
			}
			NOT = { government = theocracy_government }
			religion_allows_female_temple_holders = yes
			ai = yes
		}
		
		allow = {
			is_alive = yes
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.803 }	
			}
		}
			
		ai_will_do = {
			factor = 1
		}
	}

# take trait decision, perform the rites of initiation 
	add_amazonian_trait = {
		is_high_prio = yes 
		ai_check_interval = 3
		
		potential = {
			is_female = yes
			age = 13
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			NOT = { religion = anunnaki }		# anunnaki can never do it 
			OR = {
				religion = ishtarian			# ishtarians can always do it
				is_amazonian_culture_trigger = yes
				any_liege = {
					OR = {
						is_amazonian_culture_trigger = yes
					}
				}
				any_owned_bloodline = {		# female-preference bloodlines
					has_bloodline_flag = bloodline_enatic_cognatic   
					bloodline_is_active_for = ROOT
				}
				AND = {
					any_liege = {
						any_owned_bloodline = { has_bloodline_flag = bloodline_enatic_cognatic }
						OR = {
							trait = is_amazonian
							trait = is_amazonian_immortal
						}
					}
					liege = {
						OR = {
							trait = is_amazonian
							trait = is_amazonian_immortal
						}
					}
				}
				has_game_rule = { 		# effectively making every culture amazonian
					name = succession_law_amz
					value = enatic_amz
				}
			}
			NOR = { 
				trait = is_amazonian 
				trait = is_amazonian_immortal
				trait = blind
			}
			OR = {
				NOT = { has_character_flag = amazonian_trial_flag }
				had_character_flag = { flag = amazonian_trial_flag days = 3 }
			}
		}
		
		allow = {
			martial = 8
			custom_tooltip = { 
			text = spring_trial_tooltip 
				OR = {		# spring time, march-june ( 0 is jan )
					month == 2
					month == 3
					month == 4 			
				}
			}
		}
		
		effect = {
			hidden_tooltip = {
				narrative_event = { id = AmzCul.301 }
				set_character_flag = amazonian_trial_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					has_injury_trigger = yes
					is_maimed_trigger = yes
					has_minor_disease_trigger = yes 
					has_symptom_trigger = yes
					has_disease_trigger = yes
				}
			}
		}
	}
	
# set dejure capital to better location 
	set_amz_capital = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			higher_tier_than = COUNT
			independent = yes
			OR = {
				AND = {
					culture = themiskyran_amz
					OR = {
						has_landed_title = k_trebizond
						AND = {
							has_landed_title = d_armeniacon
							k_trebizond = { has_holder = no }
						}
					}
					completely_controls = c_sinope 
					NOT = { has_global_flag = themiskyran_capital_flag }
				}
				AND = {
					culture = parthian_amz
					OR = {
						has_landed_title = k_khorasan
						AND = {
							has_landed_title = d_merv
							k_khorasan = { has_holder = no }
						}
					}
					completely_controls = c_merv 
					NOT = { has_global_flag = parthian_capital_flag }
				}
				AND = {
					culture = kushite_amz
					OR = {
						has_landed_title = k_nubia
						AND = {
							has_landed_title = d_nubia
							k_nubia = { has_holder = no }
						}
					}
					completely_controls = c_atbara  
					NOT = { has_global_flag = kushite_capital_flag }
				}
				AND = {
					culture = etruscan_amz
					OR = {
						has_landed_title = k_italy
						AND = {
							has_landed_title = d_toscana
							k_italy = { has_holder = no }
						}
					}
					completely_controls = c_firenze  
					NOT = { has_global_flag = etruscan_capital_flag }
				}
				AND = {
					culture = pritani_amz
					OR = {
						has_landed_title = k_england
						AND = {
							has_landed_title = d_bedford
							k_england = { has_holder = no }
						}
					}
					completely_controls = c_essex
					NOT = { has_global_flag = pritani_capital_flag }
				}
				AND = {
					culture = illyrian_amz
					OR = {
						has_landed_title = k_serbia
						AND = {
							has_landed_title = d_dioclea
							k_serbia = { has_holder = no }
						}
					}
					completely_controls = c_zeta 
					NOT = { has_global_flag = illyrian_capital_flag }
				}
			}
		}
		
		allow = {
			prestige = 400
			war = no 
			prisoner = no
			is_incapable = no
		}
		
		effect = {
			custom_tooltip = { text = set_amz_capital_tooltip }
			if = {
				limit = { culture = themiskyran_amz }
				set_global_flag = themiskyran_capital_flag
				k_trebizond = { set_preferred_capital = c_sinope }
				hidden_tooltip = {
					d_armeniacon = { set_preferred_capital = c_sinope }
					if = {
						limit = { 
							739 = { num_of_max_settlements < 4 } 
						}
						739 = { add_holding_slot = 3 }
					}
					if = {
						limit = { 
							739 = { num_of_max_settlements < 5 } 
						}
						739 = { add_holding_slot = 2 }
					}
					if = {
						limit = { 
							739 = { num_of_max_settlements < 6 } 
						}
						739 = { add_holding_slot = 1 }
					}
				}
			}
			if = {
				limit = { culture = parthian_amz }
				set_global_flag = parthian_capital_flag
				k_khorasan = { set_preferred_capital = c_merv }
				hidden_tooltip = {
					d_merv = { set_preferred_capital = c_merv }
					if = {
						limit = { 
							630 = { num_of_max_settlements < 4 } 
						}
						630 = { add_holding_slot = 3 }
					}
					if = {
						limit = { 
							630 = { num_of_max_settlements < 5 } 
						}
						630 = { add_holding_slot = 2 }
					}
					if = {
						limit = { 
							630 = { num_of_max_settlements < 6 } 
						}
						630 = { add_holding_slot = 1 }
					}
				}
			}
			if = {
				limit = { culture = kushite_amz }
				set_global_flag = kushite_capital_flag
				k_nubia = { set_preferred_capital = c_atbara }
				hidden_tooltip = {
					d_nubia = { set_preferred_capital = c_atbara }
					if = {
						limit = { 
							879 = { num_of_max_settlements < 4 } 
						}
						879 = { add_holding_slot = 3 }
					}
					if = {
						limit = { 
							879 = { num_of_max_settlements < 5 } 
						}
						879 = { add_holding_slot = 2 }
					}
					if = {
						limit = { 
							879 = { num_of_max_settlements < 6 } 
						}
						879 = { add_holding_slot = 1 }
					}
				}
			}
			if = {
				limit = { culture = etruscan_amz }
				set_global_flag = etruscan_capital_flag
				k_italy = { set_preferred_capital = c_firenze }
				hidden_tooltip = {
					if = {
						limit = { 
							328 = { num_of_max_settlements < 4 } 
						}
						328 = { add_holding_slot = 3 }
					}
					if = {
						limit = { 
							328 = { num_of_max_settlements < 5 } 
						}
						328 = { add_holding_slot = 2 }
					}
					if = {
						limit = { 
							328 = { num_of_max_settlements < 6 } 
						}
						328 = { add_holding_slot = 1 }
					}
				}
			}
			if = {
				limit = { culture = pritani_amz }
				set_global_flag = pritani_capital_flag
				k_england = { set_preferred_capital = c_essex }
				hidden_tooltip = {
					d_bedford = { set_preferred_capital = c_essex }
					if = {
						limit = { 
							72 = { num_of_max_settlements < 4 } 
						}
						72 = { add_holding_slot = 3 }
					}
					if = {
						limit = { 
							72 = { num_of_max_settlements < 5 } 
						}
						72 = { add_holding_slot = 2 }
					}
					if = {
						limit = { 
							72 = { num_of_max_settlements < 6 } 
						}
						72 = { add_holding_slot = 1 }
					}
				}
			}
			if = {
				limit = { culture = illyrian_amz }
				set_global_flag = illyrian_capital_flag
				k_serbia = { set_preferred_capital = c_zeta }
				hidden_tooltip = {
					d_dioclea = { set_preferred_capital = c_zeta }
					if = {
						limit = { 
							469 = { num_of_max_settlements < 4 } 
						}
						469 = { add_holding_slot = 3 }
					}
					if = {
						limit = { 
							469 = { num_of_max_settlements < 5 } 
						}
						469 = { add_holding_slot = 2 }
					}
					if = {
						limit = { 
							469 = { num_of_max_settlements < 6 } 
						}
						469 = { add_holding_slot = 1 }
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 10
		}
	}
	
# set dejure capital of romagna to rome 
	set_amz_capital_roma = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			higher_tier_than = DUKE
			OR = {	# so AI caths and frats won't give it to popes
				NOR = { 
					religion = catholic 
					religion = fraticelli
				}
				ai = no 
			}
			OR = {
				any_realm_character = { has_landed_title = c_roma }
				has_landed_title = c_roma
			}
			has_landed_title = k_romagna	
			NOT = { has_global_flag = romagnol_capital_flag }			
		}
		
		allow = {
			war = no 
			prisoner = no
			is_incapable = no
		}
		
		effect = {
			set_global_flag = romagnol_capital_flag
			k_romagna = { set_preferred_capital = c_roma }
			# no extra holding slots, no prestige cost
		}
		
		ai_will_do = {
			factor = 10
		}
	}
	
# apply warpaint
	apply_amazonian_warpaint = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_female = yes
			is_adult = yes
			prisoner = no
			is_incapable = no
			has_character_flag = not_warpainting_automatically_flag	# it's automatic now 
			OR = { 
				trait = is_amazonian 
				trait = is_amazonian_immortal
			}
			NOT = { culture = pritani_amz } # do it automatically
			NOT = { has_character_modifier = amazonian_warpaint_modifier }
			NOR = {
				trait = african_tattoo_1
				trait = african_tattoo_2
				trait = african_tattoo_3
				trait = african_tattoo_4
				trait = african_tattoo_5
				trait = african_tattoo_6
				trait = african_tattoo_7
				trait = african_tattoo_8
				trait = african_tattoo_9
				trait = african_tattoo_10
				trait = african_tattoo_11
				trait = african_tattoo_12
				trait = norse_tattoo_1
				trait = norse_tattoo_2
				trait = norse_tattoo_3
				trait = norse_tattoo_4
				trait = norse_tattoo_5
				trait = norse_tattoo_6
				trait = norse_tattoo_7
				trait = norse_tattoo_8
				trait = slavic_tattoo_1
				trait = slavic_tattoo_2
				trait = slavic_tattoo_3
				trait = slavic_tattoo_4
				trait = slavic_tattoo_5
				trait = slavic_tattoo_6
				trait = slavic_tattoo_7
				trait = slavic_tattoo_8
			}
			OR = {
				trait = robust
				trait = cruel
				trait = wroth
				trait = ambitious
				trait = brave
				trait = zealous
				trait = berserker
				trait = pagan_branch_3
				has_crusade_trait_trigger = yes
			}
			AND = {
				war = yes
				in_command = yes
			}
		}
		
		allow = {
			war = yes
			in_command = yes
		}
		
		effect = {
			add_character_modifier = {
				name = amazonian_warpaint_modifier   
				duration = -1
			}
			hidden_tooltip = {
				if = {
					limit = { has_character_modifier = amazonian_skirmish_modifier }
					add_trait = norse_tattoo_1
				}
				if = {
					limit = { has_character_modifier = amazonian_pursue_modifier }
					add_trait = norse_tattoo_2
				}
				if = {
					limit = { has_character_modifier = amazonian_melee_modifier }
					add_trait = norse_tattoo_5
				}
				if = {
					limit = { has_character_modifier = amazonian_centre_modifier }
					add_trait = norse_tattoo_6
				}
				if = {
					limit = { 
						NOR = { 
							has_character_modifier = amazonian_skirmish_modifier
							has_character_modifier = amazonian_pursue_modifier
							has_character_modifier = amazonian_melee_modifier
							has_character_modifier = amazonian_centre_modifier 
						}
					}
					random_list = {
						25 = { add_trait = norse_tattoo_1 }
						25 = { add_trait = norse_tattoo_2 }
						25 = { add_trait = norse_tattoo_5 }
						25 = { add_trait = norse_tattoo_6 }
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				OR = {
					trait = robust
					trait = cruel
					trait = wroth
					trait = ambitious
					trait = brave
					trait = zealous
					trait = berserker
					trait = pagan_branch_3
					has_crusade_trait_trigger = yes
				}
			}
			modifier = {
				factor = 0.3
			}
			modifier = {
				factor = 0
				OR = {
					trait = dull
					trait = slothful
					trait = arbitrary
					trait = temperate
					trait = humble
					trait = content
					trait = craven
					trait = cynical
					trait = stubborn
				}
			}	
		}
	}
	
# recruit Amazonian warrior
	recruit_amazonian = {
		is_high_prio = no 
		ai_check_interval = 36
		
		potential = {
			OR = {
				religion = ishtarian			# ishtarians can always do it
				is_amazonian_culture_trigger = yes
				AND = {					# Amazonian commanders available to all Amazonians
					OR = {
						trait = is_amazonian
						trait = is_amazonian_immortal						
					}
					has_game_rule = { 		
						name = succession_law_amz
						value = enatic_amz
					}
				}
			}
			is_playable = yes
			OR = {		# players can, AI won't be allowed if elite already in proximity
				ai = no 
				any_courtier_or_vassal = {
					has_character_flag = elite_amazonian_flag
					count < 1
				}
			}
		}
		
		allow = {
			prestige = 50
			custom_tooltip = { 
			text = any_amz_province_tooltip
				any_realm_province = {
					culture = ROOT
				}
			}
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.405 }
			}
			scaled_prestige = {
				value = -3
				min = -50
				max = -1000
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.5
				war = no
			}
			modifier = {
				factor = 0
				prestige < 100
			}
			modifier = {
				factor = 0.5
				tier = DUKE
			}
			modifier = {
				factor = 0
				tier = COUNT
			}
			modifier = {		# won't overdo it 
				factor = 0
				any_courtier_or_vassal = {
					has_character_flag = elite_amazonian_flag
					count >= 1
				}
			}
		}
	}
	
# adopt a "daughter"
	adopt_amazonian_daughter = {
		is_high_prio = yes 
		ai_check_interval = 24
		
		potential = {
			is_female = yes
			is_playable = yes
			is_republic = no
			age = 45
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			current_heir = {			#	no continuous succession
				OR = {
					NOT = { dynasty = ROOT }
					AND = {
						NOT = { religion = ROOT }
						NOT = { liege = { character = ROOT } }
					}
					AND = {
						NOT = { religion = ROOT }
						age = 45
					}
				}
			}
			NOR = {
				any_child = {			#	no daughter, would defeat the purpose
					is_female = yes
				}
				any_vassal = {			#	no related direct vassal, checks landed
					dynasty = ROOT
					is_female = yes
				}					
				any_courtier = {		# 	no related courtier, checks unlanded
					dynasty = ROOT
					is_female = yes
				}
			}
			higher_tier_than = COUNT
		}
		
		allow = {
			prestige = 300
			wealth = 250
			NOT = { is_inaccessible_or_incapable_trigger = yes }
		}
		
		effect = {
			character_event = { id = AmzCul.805 }
			prestige = -300
			wealth = -250	
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
# Invite Suitor	
	invite_amz_suitor = {
		is_high_prio = yes 
		ai_check_interval = 18
	
		potential = {
			OR = {
				can_marry = yes
				AND = {
					can_marry = no 
					trait = seductress
				}
			}
			OR = {
				age < 45	
				trait = is_amazonian_immortal
				trait = immortal
			}
			is_inaccessible_or_incapable_trigger = no
			is_ruler = yes
			is_adult = yes 
			higher_tier_than = BARON
			useless_character_trigger = no
			OR = {
				TECH_NOBLE_CUSTOMS = 4
				any_liege = { TECH_NOBLE_CUSTOMS = 4 }
			}
			NOR = { 
				trait = pregnant 
				trait = blind
			}
			OR = {
				is_amazonian_culture_trigger = yes
			}
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal
			}
			OR = {
				had_character_flag = { flag = amazonian_suitor_flag years = 3 }
				NOT = { has_character_flag = amazonian_suitor_flag }
			}
		}

		allow = {
			war = no
			in_command = no
			NOT = { is_inaccessible_trigger = yes }
			prestige = 300
		}

		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.120 }
			}
			set_character_flag = amazonian_suitor_flag
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				OR = {
					trait = duelist
					combat_rating >= 50
				}
			}
			
			modifier = {
				factor = 1.5
				OR = {
					trait = hedonist
					trait = seductress
					trait = lustful
					has_ambition = obj_get_married
				}
			}
			
			modifier = {
				factor = 0.5 
			}

			modifier = {
				factor = 0
				OR = {
					trait = shy
					trait = dull
					trait = celibate
					trait = chaste
					trait = slothful
					trait = content
					is_ascetic_trigger = yes
				}
			}
		}
	}
	
# host Thesmophoria
	host_thesmophoria = {
		is_high_prio = yes 
		ai_check_interval = 120
	
		potential = {
			higher_tier_than = COUNT
			is_adult = yes
			NOT = { is_inaccessible_or_incapable_trigger = yes } 
			NOR = {
				trait = chaste
				trait = celibate
			}
			OR = {
				ai = no
				is_landed = no
			}
			OR = {
				TECH_CULTURE_FLEX = 4
				any_liege = { TECH_CULTURE_FLEX = 4 }
				suzerain = { TECH_CULTURE_FLEX = 4 }
				any_liege = {
					suzerain = { TECH_CULTURE_FLEX = 4 }
				}
			}
			is_weak_trigger = no
			health >= 4
			combat_rating >= 0
			OR = {
				religion = ishtarian			# ishtarians can always do it
				is_amazonian_culture_trigger = yes
			}
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal
			}
			OR = {
				NOT = { has_global_flag = thesmophoria_event_flag }
				had_global_flag = { flag = thesmophoria_event_flag months = 114 } # 9.5 years
			}
			NOT = { has_character_flag = thesmophoria_decision_flag }
		}
		
		allow = {
			prestige = 1000
			wealth = 500
			war = no
			custom_tooltip = { 
			text = autumn_thesmophoria_tooltip 
				OR = {		# autumn time, sept-dec ( 0 is jan )
					month == 8
					month == 9
					month == 10 		
				}
			}
		}
		
		effect = {
			hidden_tooltip = {
				narrative_event = { id = AmzCul.250 }
				set_character_flag = thesmophoria_decision_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				OR = {
					religion_group = pagan_group
					trait = sympathy_pagans
					tier = EMPEROR
				}
			}
			modifier = {
				factor = 3
				OR = {
					religion = hellenic_pagan
					religion = hellenic_pagan_reformed
					culture = themiskyran_amz
				}
			}
			modifier = {
				factor = 3
				OR = {
					trait = homosexual
					trait = gregarious
					trait = uncouth
					trait = lustful
					trait = hedonist
					trait = seductress
				}
			}
			modifier = {
				factor = 0.1
				OR = {
					religion_group = muslim
					religion_group = indian_group
					religion_allows_female_temple_holders = no 
				}
			}
			modifier = {
				factor = 0.1
				OR = {
					trait = shy
					trait = slothful
					trait = content
					trait = dull
				}
			}
			modifier = {	# ai less likely in november
				factor = 0.1
				month == 10
			}
		}
	}
	

# founding the amazonian warrior lodge, invitations to hall of heroines
	create_warrior_lodge_amazonian = {
		is_high_prio = yes 
		
		potential = {
			ai = no
			is_female = yes
			is_adult = yes
			prisoner = no
			martial = 16
			OR = {
				NOT = { has_global_flag = flag_started_warrior_lodge_amazonian }
				had_global_flag = { flag = flag_started_warrior_lodge_amazonian months = 3 }
			}
			has_dlc = "Holy Fury"
			NOT = { 
				warrior_lodge_amazonian = {
					society_has_members = yes								
				}
			}
		}
		
		allow = {
			is_in_society = no
			martial = 16
			scaled_wealth = {
				value = 2
				min = 300
				max = 10000
			}
			prestige = 1500
			NOT = { is_inaccessible_trigger = yes }
			OR = {			# shieldmaiden qualities
				trait = brave
				trait = proud
				trait = ambitious
				trait = honest
				trait = diligent 
				trait = just
				trait = gregarious	
				trait = shieldmaiden
			}
			NOR = { 
				trait = incapable 
				trait = imbecile
				trait = inbred
			}
		}
		
		effect = {
			scaled_wealth = {
				value = -2
				min = -300
				max = -10000
			}
			hidden_tooltip = {
				set_global_flag = flag_started_warrior_lodge_amazonian 
			}
			character_event = { id = AmzCulSoc.901 }
		}
	}
	
	create_warrior_lodge_amazonian_ai = {
		is_high_prio = yes
		ai_check_interval = 6
		
		potential = {
			ai = yes
			is_female = yes
			martial = 16
			OR = {
				NOT = { has_global_flag = { flag_started_warrior_lodge_amazonian } }
				had_global_flag = { flag = flag_started_warrior_lodge_amazonian months = 3 }
			}
			has_dlc = "Holy Fury"
			NOT = { 
				warrior_lodge_amazonian = {
					society_has_members = yes								
				}
			}
		}
		
		allow = {
			is_in_society = no
			is_adult = yes
			martial = 16
			scaled_wealth = 0.75
			prestige = 1500
			OR = {			# shieldmaiden qualities
				trait = brave
				trait = proud
				trait = ambitious
				trait = honest
				trait = diligent 
				trait = just
				trait = gregarious	
				trait = shieldmaiden
			}
			NOR = { 
				trait = incapable 
				trait = imbecile
				trait = inbred
			}
		}
		
		effect = {
			scaled_wealth = -0.75
			set_global_flag = flag_started_warrior_lodge_amazonian
			join_society = warrior_lodge_amazonian
			set_society_grandmaster = yes
			add_trait = shieldmaiden
			add_society_currency_massive_effect = yes
			any_courtier_or_vassal = {
					limit = {
						ai = yes
						can_join_society = warrior_lodge_amazonian
					}
					random = { chance = 75 join_society = warrior_lodge_amazonian }
			}
			character_event = { id = AmzCulSoc.904 }
					
			create_random_soldier = {
				random_traits = yes
				dynasty = NONE
				female = yes
				min_age = 17
				max_age = 35
				culture = ROOT
				religion = ROOT
				trait = is_amazonian
				attributes = {
					martial = 16
				}
			}
			new_character = {
				save_event_target_as = ai_amazon_lodger_a
			}	
			event_target:ai_amazon_lodger_a = {
				join_society = warrior_lodge_amazonian
				add_trait = shieldmaiden
				random_list = {
					50 = { 
						add_character_modifier = {
							name = amazonian_melee_modifier   
							duration = -1
						}
					}
					25 = { 
						add_character_modifier = {
							name = amazonian_pursue_modifier   
							duration = -1
						}
					}
					75 = { 
						add_character_modifier = {
							name = amazonian_centre_modifier   
							duration = -1
						}
					}
					25 = { 
						add_character_modifier = {
							name = amazonian_skirmish_modifier   
							duration = -1
						}
					}
				}
			}
			create_random_soldier = {
				random_traits = yes
				dynasty = NONE
				female = yes
				min_age = 17
				max_age = 35
				culture = ROOT
				religion = ROOT
				trait = is_amazonian
				attributes = {
					martial = 16
				}
			}
			new_character = {
				save_event_target_as = ai_amazon_lodger_b
			}	
			event_target:ai_amazon_lodger_b = {
				join_society = warrior_lodge_amazonian
				add_trait = shieldmaiden
				random_list = {
					50 = { 
						add_character_modifier = {
							name = amazonian_melee_modifier   
							duration = -1
						}
					}
					25 = { 
						add_character_modifier = {
							name = amazonian_pursue_modifier   
							duration = -1
						}
					}
					75 = { 
						add_character_modifier = {
							name = amazonian_centre_modifier   
							duration = -1
						}
					}
					25 = { 
						add_character_modifier = {
							name = amazonian_skirmish_modifier   
							duration = -1
						}
					}
				}
			}
			create_random_soldier = {
				random_traits = yes
				dynasty = NONE
				female = yes
				min_age = 17
				max_age = 35
				culture = ROOT
				religion = ROOT
				trait = is_amazonian
				attributes = {
					martial = 16
				}
			}
			new_character = {
				save_event_target_as = ai_amazon_lodger_c
			}	
			event_target:ai_amazon_lodger_c = {
				join_society = warrior_lodge_amazonian
				add_trait = shieldmaiden
				random_list = {
					50 = { 
						add_character_modifier = {
							name = amazonian_melee_modifier   
							duration = -1
						}
					}
					25 = { 
						add_character_modifier = {
							name = amazonian_pursue_modifier   
							duration = -1
						}
					}
					75 = { 
						add_character_modifier = {
							name = amazonian_centre_modifier   
							duration = -1
						}
					}
					25 = { 
						add_character_modifier = {
							name = amazonian_skirmish_modifier   
							duration = -1
						}
					}
				}
			}
			any_player = {
				narrative_event = { id = AmzCulSoc.904 days = 30 }
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	join_warrior_lodge_relative_ai = {
		is_high_prio = yes
		ai_check_interval = 3
		
		potential = {
			ai = yes
			is_female = yes
			martial = 16
			age >= 13
			is_in_society = no
			prisoner = no
			any_close_relative = {		
				society_member_of = warrior_lodge_amazonian
			}
		}
		
		allow = {
			OR = {			# shieldmaiden qualities
				trait = brave
				trait = proud
				trait = ambitious
				trait = honest
				trait = diligent 
				trait = just
				trait = gregarious	
				trait = shieldmaiden
			}
			NOR = { 
				trait = incapable 
				trait = imbecile
				trait = inbred
			}
			NOT = { is_inaccessible_trigger = yes }
		}
		
		effect = {
			join_society = warrior_lodge_amazonian
			add_society_currency_massive_effect = yes	
			add_trait = shieldmaiden
			if = {
				limit = {
					AND = {
						is_adult = no
						guardian = {
							society_member_of = warrior_lodge_amazonian
						}
					}
				}
				guardian = { 
					character_event = { id = AmzCulSoc.401 } 
				}
			}
		}	
		
		ai_will_do = {
			factor = 1
		}
	}
	

# set up amazonian tributary
	establish_themiskyran_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = themiskyran_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = themiskyran_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_amisos
				has_landed_title = c_sinope
			}
			NOR = {								# not giving away player capital
				is_capital = c_amisos
				is_capital = c_sinope
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_armeniacon		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1011 }
				set_character_flag = themiskyran_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = themiskyran_reborn_flag
			}
		}
	}

	establish_valkyrie_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = valkyrie_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = valkyrie_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_gastrikland
				has_landed_title = c_uppland
				has_landed_title = c_aland
				has_landed_title = c_sodermanland
			}
			NOR = {								# not giving away player capital
				is_capital = c_gastrikland
				is_capital = c_uppland
				is_capital = c_aland
				is_capital = c_sodermanland
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_uppland		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1012 }
				set_character_flag = valkyrie_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = valkyrie_reborn_flag
			}
		}
	}
	
	establish_scythian_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = scythian_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = scythian_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_lukomorie
				has_landed_title = c_lower_dniepr
				has_landed_title = c_crimea
				has_landed_title = c_lower_don
			}
			NOR = {								# not giving away player capital
				is_capital = c_lukomorie
				is_capital = c_lower_dniepr
				is_capital = c_crimea
				is_capital = c_lower_don
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_crimea		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1013 }
				set_character_flag = scythian_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = scythian_reborn_flag
			}
		}
	}
	
	establish_parthian_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = parthian_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = parthian_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_merv
				has_landed_title = c_konjikala
				has_landed_title = c_amol
				has_landed_title = c_sarakhs
			}
			NOR = {								# not giving away player capital
				is_capital = c_merv
				is_capital = c_konjikala
				is_capital = c_amol
				is_capital = c_sarakhs
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_merv		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1014 }
				set_character_flag = parthian_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = parthian_reborn_flag
			}
		}
	}
	
	establish_kushite_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = kushite_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = kushite_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_atbara
				has_landed_title = c_makuria
				has_landed_title = c_napata
			}
			NOR = {								# not giving away player capital
				is_capital = c_atbara
				is_capital = c_makuria
				is_capital = c_napata
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_nubia		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1015 }
				set_character_flag = kushite_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = kushite_reborn_flag
			}
		}
	}
	
	establish_carthaginian_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = carthaginian_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = carthaginian_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_gabes
				has_landed_title = c_kairwan
				has_landed_title = c_mahdia
				has_landed_title = c_tunis
				has_landed_title = c_medjerda
				has_landed_title = c_bizerte
			}
			NOR = {								# not giving away player capital
				is_capital = c_gabes
				is_capital = c_kairwan
				is_capital = c_mahdia
				is_capital = c_tunis
				is_capital = c_medjerda
				is_capital = c_bizerte
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_tunis		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1016 }
				set_character_flag = carthaginian_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = carthaginian_reborn_flag
			}
		}
	}
	
	establish_etruscan_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = etruscan_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = etruscan_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_arezzo
				has_landed_title = c_lucca
				has_landed_title = c_firenze
				has_landed_title = c_siena
			}
			NOR = {								# not giving away player capital
				is_capital = c_arezzo
				is_capital = c_lucca
				is_capital = c_firenze
				is_capital = c_siena
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_toscana		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1017 }
				set_character_flag = etruscan_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = etruscan_reborn_flag
			}
		}
	}

	establish_pritani_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = pritani_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = pritani_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_essex
				has_landed_title = c_middlesex
				has_landed_title = c_northampton
				has_landed_title = c_bedford
			}
			NOR = {								# not giving away player capital
				is_capital = c_essex
				is_capital = c_middlesex
				is_capital = c_northampton
				is_capital = c_bedford
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_bedford		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1018 }
				set_character_flag = pritani_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = pritani_reborn_flag
			}
		}
	}

	establish_illyrian_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = illyrian_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = illyrian_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_travunia
				has_landed_title = c_zeta
			}
			NOR = {								# not giving away player capital
				is_capital = c_travunia
				is_capital = c_zeta
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_dioclea		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1019 }
				set_character_flag = illyrian_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = illyrian_reborn_flag
			}
		}
	}
	
	establish_valascan_tributary = {
		is_high_prio = yes 
		ai_check_interval = 1
		
		potential = {
			is_incapable = no
			is_ruler = yes
			independent = yes 
			is_nomadic = no
			NOT = { culture = valascan_amz }
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
			}
			OR = {
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
			}
			NOT = { has_character_flag = valascan_tributary_flag }
			tier = EMPEROR
			OR = { 								# and at least one county in duchy
				has_landed_title = c_praha
				has_landed_title = c_domazlice
				has_landed_title = c_litomerice
				has_landed_title = c_plzen
				has_landed_title = c_zatec
				has_landed_title = c_hradec
			}
			NOR = {								# not giving away player capital
				is_capital = c_praha
				is_capital = c_domazlice
				is_capital = c_litomerice
				is_capital = c_plzen
				is_capital = c_zatec
				is_capital = c_hradec
			}
		}
		
		allow = {
			war = no
			prestige = 200
			TECH_MAJESTY = 4
			has_landed_title = d_bohemia		# owns duchy
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.1020 }
				set_character_flag = valascan_tributary_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = { 
				factor = 0.1
			}
			modifier = {
				factor = 0
				trait = greedy
			}
			modifier = {
				factor = 0
				has_global_flag = valascan_reborn_flag
			}
		}
	}
	

# convert to a feminist heresy	
	convert_heresy_amazon = {
		is_high_prio = yes 
		ai_check_interval = 36
		
		potential = {
			is_female = yes
			is_adult = yes
			prisoner = no
			is_incapable = no
			is_ruler = yes
			independent = yes 
			OR = {
				trait = is_amazonian
				trait = is_amazonian_immortal						
				trait = amazonian_leader
			}
			OR = {
				has_law = true_cognatic_succession
				has_law = enatic_cognatic_succession
				has_law = enatic_succession
				tier = EMPEROR
			}
			OR = {
				religion_allows_female_temple_holders = no
				religion = manichean		# priestesses are allowed, but not technically feminist
			}
			OR = {
				is_heretic = no
				secret_religion = cathar
				secret_religion = bogomilist
				secret_religion = mazdaki
				secret_religion = messalian
			}
			has_dlc = "Sons of Abraham"
			OR = { 
				religion = catholic
				religion = orthodox
				religion = nestorian
				religion = zoroastrian
				religion = fraticelli
				religion = waldensian
				religion = lollard
				religion = monothelite
				religion = iconoclast
				religion = paulician
				religion = manichean
				religion = khurmazta
			}
			OR = {
				NOT = { has_character_flag = amazonian_heresy_flag }
				had_character_flag = { flag = amazonian_heresy_flag days = 3 }
			}
			higher_tier_than = DUKE
		}
		
		allow = {
			diplomacy = 8
			learning = 8
			war = no
			piety = 500
			prestige = 1500
			NOT = { is_inaccessible_trigger = yes }
			OR = {
				num_of_holy_sites >= 1
				higher_tier_than = KING
			}
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.903 }
				set_character_flag = amazonian_heresy_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			
			modifier = {
				factor = 0.5
				trait = zealous 
			}

			modifier = {
				factor = 0.5 
			}
			
			modifier = {
				factor = 0.1 
				lower_tier_than = EMPEROR
			}

			modifier = {
				factor = 0
				trait = content
			}
		}
	}
	
# construct feminist seminary
	create_feminist_seminary = {
		is_high_prio = yes 
		ai_check_interval = 36
		
		potential = {
			is_adult = yes
			prisoner = no
			is_incapable = no
			is_ruler = yes
			independent = yes 
			has_secret_religion = no
			NOT = { has_religion_feature = religion_matriarchal }	# won't double up
			OR = {
				any_realm_province = {
					religion = ROOT
				}
				realm_character_percent = {		# 25% of characters
					target = 0.25
					religion = ROOT
				}
			}
			OR = {
				AND = {
					higher_tier_than = DUKE		# normally empress whatever
					OR = {
						AND = {
							religion = cathar 
							NOT = { has_global_flag = cathar_seminary_flag }
						}
						AND = {
							religion = messalian 
							NOT = { has_global_flag = messalian_seminary_flag }
						}
						AND = {
							religion = bogomilist 
							NOT = { has_global_flag = bogomilist_seminary_flag }
						}
						AND = {
							religion = mazdaki 
							NOT = { has_global_flag = mazdaki_seminary_flag }
						}
					}
				}
				AND = {
					controls_religion = yes # holds a caliphate
					OR = {
						AND = {
							religion = sunni 
							NOT = { has_global_flag = sunni_seminary_flag }
						}
						AND = {
							religion = zikri 	# don't have a caliph tho
							NOT = { has_global_flag = zikri_seminary_flag }
						}
						AND = {
							religion = yazidi 
							NOT = { has_global_flag = yazidi_seminary_flag }
						}
						AND = {
							religion = ibadi 
							NOT = { has_global_flag = ibadi_seminary_flag }
						}
						AND = {
							religion = kharijite 
							NOT = { has_global_flag = kharijite_seminary_flag }
						}
						AND = {
							religion = shiite 
							NOT = { has_global_flag = shiite_seminary_flag }
						}
						AND = {
							religion = druze	 # don't have a caliph tho
							NOT = { has_global_flag = druze_seminary_flag }
						}
						AND = {
							religion = hurufi 
							NOT = { has_global_flag = hurufi_seminary_flag }
						}
						AND = {
							religion = qarmatian 
							NOT = { has_global_flag = qarmatian_seminary_flag }
						}
					}
				}
				AND = {
					higher_tier_than = DUKE		
					OR = {		
						is_amazonian_culture_trigger = yes
						has_character_flag = amazonian_in_spirit_flag
					}
					OR = {
						AND = {
							religion = norse_pagan_reformed 
							NOT = { has_global_flag = norse_seminary_flag }
						}
						AND = {
							religion = slavic_pagan_reformed 
							NOT = { has_global_flag = slavic_seminary_flag }
						}
						AND = {
							religion = tengri_pagan_reformed 
							NOT = { has_global_flag = tengri_seminary_flag }
						}
						AND = {
							religion = baltic_pagan_reformed 
							NOT = { has_global_flag = baltic_seminary_flag }
						}
						AND = {
							religion = finnish_pagan_reformed 
							NOT = { has_global_flag = finnish_seminary_flag }
						}
						AND = {
							religion = west_african_pagan_reformed 
							NOT = { has_global_flag = west_african_seminary_flag }
						}
						AND = {
							religion = zun_pagan_reformed 
							NOT = { has_global_flag = zun_seminary_flag }
						}
						AND = {
							religion = bon_reformed 
							NOT = { has_global_flag = bon_seminary_flag }
						}
						AND = {
							religion = hellenic_pagan_reformed 
							NOT = { has_global_flag = hellenic_seminary_flag }
						}
					}
				}
			}
			OR = {		# must be feminist 
				any_demesne_title = { has_law = true_cognatic_succession }
				any_demesne_title = { has_law = enatic_cognatic_succession }
				any_demesne_title = { has_law = enatic_succession }				
			}
			NOT = { has_character_flag = constructing_seminary_flag }
		}
		
		allow = {
			piety = 250
			wealth = 500
			war = no
			NOT = { is_inaccessible_trigger = yes }
			num_of_holy_sites = 1
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.902 }
			}
			set_character_flag = constructing_seminary_flag
		}
		
		ai_will_do = {
			factor = 1
		}
	}	
	
# invite priestess, based on global flag
	invite_priestess = {
		ai = no
		only_playable = yes

		potential = {
			OR = {
				has_global_flag = 80008135_flag
				religion_group = ishtarian_group	# in case the giant-kings want to do it too
				AND = {
					religion = cathar 
					has_global_flag = cathar_seminary_flag 
				}
				AND = {
					religion = messalian 
					has_global_flag = messalian_seminary_flag 
				}
				AND = {
					religion = bogomilist 
					has_global_flag = bogomilist_seminary_flag 
				}
				AND = {
					religion = mazdaki 
					has_global_flag = mazdaki_seminary_flag 
				}
				AND = {
					religion = sunni 
					has_global_flag = sunni_seminary_flag 
				}
				AND = {
					religion = zikri 	# don't have a caliph tho
					has_global_flag = zikri_seminary_flag 
				}
				AND = {
					religion = yazidi 
					has_global_flag = yazidi_seminary_flag 
				}
				AND = {
					religion = ibadi 
					has_global_flag = ibadi_seminary_flag 
				}
				AND = {
					religion = kharijite 
					has_global_flag = kharijite_seminary_flag 
				}
				AND = {
					religion = shiite 
					has_global_flag = shiite_seminary_flag 
				}
				AND = {
					religion = druze	 # don't have a caliph tho
					has_global_flag = druze_seminary_flag 
				}
				AND = {
					religion = hurufi 
					has_global_flag = hurufi_seminary_flag 
				}
				AND = {
					religion = qarmatian 
					has_global_flag = qarmatian_seminary_flag 
				}
				AND = {				# pagans can recruit priestesses, but only from amz cultures
					OR = {		
						is_amazonian_culture_trigger = yes
						has_character_flag = amazonian_in_spirit_flag
					}
					OR = { 
						AND = {
							religion = norse_pagan_reformed 
							has_global_flag = norse_seminary_flag 
						}
						AND = {
							religion = slavic_pagan_reformed 
							has_global_flag = slavic_seminary_flag 
						}
						AND = {
							religion = tengri_pagan_reformed 
							has_global_flag = tengri_seminary_flag 
						}
						AND = {
							religion = baltic_pagan_reformed 
							has_global_flag = baltic_seminary_flag 
						}
						AND = {
							religion = finnish_pagan_reformed 
							has_global_flag = finnish_seminary_flag 
						}
						AND = {
							religion = west_african_pagan_reformed 
							has_global_flag = west_african_seminary_flag 
						}
						AND = {
							religion = zun_pagan_reformed 
							has_global_flag = zun_seminary_flag 
						}
						AND = {
							religion = bon_reformed 
							has_global_flag = bon_seminary_flag 
						}
						AND = {
							religion = hellenic_pagan_reformed 
							has_global_flag = hellenic_seminary_flag 
						}
					}
				}
			}
			NOT = { has_religion_feature = religion_matriarchal }	# won't double up
		}
		
		allow = {
			piety = 30
			NOT = {
				has_character_modifier = in_seclusion
			}
			custom_tooltip = { 
			text = any_feminist_province_tooltip
				any_realm_province = {
					religion = ROOT
				}
			}
		}
		
		effect = {
			piety = -30
			create_random_priest = {
				random_traits = yes
				dynasty = random
				female = yes
				age = 25
				attributes = {
					diplomacy = 3
					learning = 9
					stewardship = 2
					intrigue = 2
					martial = 2
				}
			}
			new_character = {
				remove_trait = slow
				remove_trait = imbecile
				remove_trait = dull
				
				remove_trait = mystic
				remove_trait = socializer
				remove_trait = gamer
				remove_trait = hedonist
				remove_trait = duelist
				remove_trait = hunter
				remove_trait = strategist
				remove_trait = administrator
				remove_trait = architect
				remove_trait = gardener
				remove_trait = schemer
				remove_trait = impaler
				remove_trait = seducer
				remove_trait = seductress
				remove_trait = theologian
				remove_trait = scholar
				
				random_list = { # Flavor Randomization
					35 = { 
						# Nothing
					}
					15 = {
						change_learning = 2
					}
					20 = {
						add_trait = theologian
					}
					5 = {
						if = {
							limit = { religion_group = muslim }
							add_trait = faqih
						}
						if = {
							limit = { NOT = { religion_group = muslim } }
							add_trait = scholar
						}
					}
					5 = {
						add_trait = mystic
					}
					10 = {
						change_learning = 4
					}
					5 = {
						change_learning = 6
					}
					5 = {
						add_trait = shrewd
					}
				}
				hidden_tooltip = {
					if = {
						limit = {
							has_religion_feature = religion_no_leader
							religion_group = pagan_group
						}
						random_list = {  
							5 = {
								add_trait = pagan_branch_1
							}
							30 = {
								add_trait = pagan_branch_2
							}
							25 = {
								add_trait = pagan_branch_3
							}
							25 = {
								add_trait = pagan_branch_4
							}
						}
					}
				}
				random_list = { # change age slightly
					20 = { 
						# remains usual age 
					}
					10 = {
						add_age = 2
					}
					10 = {
						add_age = 1
					}
					10 = {
						add_age = -1
					}
					10 = {
						add_age = -2
					}
				}
				save_event_target_as = invited_character
			}
			character_event = { id = NE.1 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 0
		}
	}

# invite stewardess, available to enatics not matriarchals
	invite_stewardess = {
		ai = no
		only_playable = yes

		potential = {
			OR = {
				primary_title = { has_law = enatic_succession }	
				religion_group = ishtarian_group				# for ishtarians and anunnaki 
			}
			NOT = { has_religion_feature = religion_matriarchal }	# won't double up
		}
		
		allow = {
			scaled_wealth = 0.20
			NOT = {
				has_character_modifier = in_seclusion
			}
		}
		
		effect = {
			scaled_wealth = -0.20
			create_random_steward = {
				random_traits = yes
				dynasty = random
				age = 25
				female = yes
				attributes = {
					diplomacy = 2
					learning = 3
					stewardship = 8
					intrigue = 3
					martial = 2
				}
			}
			new_character = {
				remove_trait = slow
				remove_trait = imbecile
				remove_trait = dull
				remove_trait = mystic
				remove_trait = socializer
				remove_trait = gamer
				remove_trait = hedonist
				remove_trait = duelist
				remove_trait = hunter
				remove_trait = strategist
				remove_trait = administrator
				remove_trait = architect
				remove_trait = gardener
				remove_trait = schemer
				remove_trait = impaler
				remove_trait = seducer
				remove_trait = seductress
				remove_trait = theologian
				remove_trait = scholar
				
				random_list = { # Flavor Randomisation
					35 = { 
						# Nothing
					}
					1 = {
						change_stewardship = 2
					}
					10 = {
						add_trait = gardener
					}
					10 = {
						add_trait = architect
					}
					10 = {
						add_trait = administrator
					}
					1 = {
						change_stewardship = 4
					}
					1 = {
						change_stewardship = 6
					}
					15 = {
						add_trait = shrewd
					}
				}
				hidden_tooltip = {
					if = {
						limit = {
							has_dharmic_religion_trigger = yes
						}
						add_trait = kshatriya
						character_event = { id = RoI.30121 }
					}
					if = {
						limit = {
							OR = {
								religion = hellenic_pagan
								religion = hellenic_pagan_reformed
								has_religion_feature = religion_astrology
							}
						}
						hidden_tooltip = { add_western_zodiac_trait_effect = yes }
					}
					if = {
						limit = {
							has_religion_feature = religion_no_leader
							religion_group = pagan_group
						}
						random_list = {  
							5 = {
								add_trait = pagan_branch_1
							}
							25 = {
								add_trait = pagan_branch_2
							}
							25 = {
								add_trait = pagan_branch_3
							}
							25 = {
								add_trait = pagan_branch_4
							}
						}
					}
				}
				random_list = { # change age slightly
					20 = { 
						# remains usual age 
					}
					10 = {
						add_age = 2
					}
					10 = {
						add_age = 1
					}
					10 = {
						add_age = -1
					}
					10 = {
						add_age = -2
					}
				}
				save_event_target_as = invited_character
			}
			character_event = { id = NE.1 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 0
		}
	}


# reform feminist heresy	
	reform_heresy_amazon = {
		is_high_prio = yes 
		ai_check_interval = 6
		
		potential = {
			is_female = yes
			is_adult = yes
			prisoner = no
			is_incapable = no
			is_ruler = yes
			independent = yes 
			tier = EMPEROR
			is_heretic = yes
			has_secret_religion = no
			has_dlc = "Sons of Abraham"
			NOT = { has_character_flag = reforming_amz_religion_flag }
			OR = {
				ai = no 					# players can do it whenever
				NOT = {						# AI cannot do it if no contest from players 
					any_player = { 
						religion = ROOT 
						is_female = yes
						is_adult = yes
						prisoner = no
						is_incapable = no
						is_ruler = yes
						independent = yes 
						tier = EMPEROR
						has_secret_religion = no
					} 					
				}
			}
			OR = {
				AND = {														# succession
					religion = cathar
					NOR = {
						has_global_flag = cathar_abs_cognatic_flag
						has_global_flag = cathar_enat_cognatic_flag
						has_global_flag = cathar_enatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 10% of characters
						target = 0.10
						religion = ROOT
					}
				}
				AND = {															
					religion = messalian
					NOR = {
						has_global_flag = messalian_abs_cognatic_flag
						has_global_flag = messalian_enat_cognatic_flag
						has_global_flag = messalian_enatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 10% of characters
						target = 0.10
						religion = ROOT
					}
				}
				AND = {															
					religion = bogomilist
					NOR = {
						has_global_flag = bogomilist_abs_cognatic_flag
						has_global_flag = bogomilist_enat_cognatic_flag
						has_global_flag = bogomilist_enatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 10% of characters
						target = 0.10
						religion = ROOT
					}
				}
				AND = {															
					religion = mazdaki
					NOR = {
						has_global_flag = mazdaki_abs_cognatic_flag
						has_global_flag = mazdaki_enat_cognatic_flag
						has_global_flag = mazdaki_enatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 10% of characters
						target = 0.10
						religion = ROOT
					}
				}
				AND = {														# made special feature
					religion = cathar
					NOT = { has_global_flag = cathar_special_feature }
					realm_character_percent = {		# 25% of characters
						target = 0.25
						religion = ROOT
					}
				}
				AND = {														
					religion = messalian
					NOT = { has_global_flag = messalian_special_feature }
					realm_character_percent = {		# 25% of characters
						target = 0.25
						religion = ROOT
					}
				}
				AND = {														
					religion = bogomilist
					NOT = { has_global_flag = bogomilist_special_feature }
					realm_character_percent = {		# 25% of characters
						target = 0.25
						religion = ROOT
					}
				}
				AND = {														
					religion = mazdaki
					NOT = { has_global_flag = mazdaki_special_feature }
					realm_character_percent = {		# 25% of characters
						target = 0.25
						religion = ROOT
					}
				}
				AND = {														# made concubinage law
					religion = cathar
					NOT = { has_global_flag = cathar_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {														
					religion = messalian
					NOT = { has_global_flag = messalian_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {														
					religion = bogomilist
					NOT = { has_global_flag = bogomilist_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {														
					religion = mazdaki
					NOT = { has_global_flag = mazdaki_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
			}
		}
		
		allow = {
			piety = 1000
			war = no
			custom_tooltip = { 
			text = no_neg_vassal_op_tooltip
				NOT = {
					any_vassal = {
						limit = { is_powerful_vassal = yes }
						opinion = {
							who = liege
							value < 0
						}
					}
				}
			}
			NOT = { is_inaccessible_trigger = yes }
			num_of_holy_sites = 1
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.905 }
				set_character_flag = reforming_amz_religion_flag
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
# reform islamic caliphate	
	reform_caliphate_female = {
		is_high_prio = yes 
		ai_check_interval = 6
		
		potential = {
			is_female = yes
			is_adult = yes
			prisoner = no
			is_incapable = no
			is_ruler = yes
			independent = yes 
			controls_religion = yes # holds a caliphate
			has_secret_religion = no
			has_dlc = "The Sword of Islam"
			NOT = { has_character_flag = reforming_caliphate_flag }
			OR = {		
				AND = {															# succession
					religion = sunni
					NOR = {
						has_global_flag = sunni_abs_cognatic_flag
						has_global_flag = sunni_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {
					religion = shiite
					NOR = {
						has_global_flag = shiite_abs_cognatic_flag
						has_global_flag = shiite_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {
					religion = ibadi 
					NOR = {
						has_global_flag = ibadi_abs_cognatic_flag
						has_global_flag = ibadi_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {
					religion = yazidi
					NOR = {
						has_global_flag = yazidi_abs_cognatic_flag
						has_global_flag = yazidi_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {
					religion = kharijite 
					NOR = {
						has_global_flag = kharijite_abs_cognatic_flag
						has_global_flag = kharijite_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {
					religion = hurufi
					NOR = {
						has_global_flag = hurufi_abs_cognatic_flag
						has_global_flag = hurufi_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {
					religion = qarmatian 
					NOR = {
						has_global_flag = qarmatian_abs_cognatic_flag
						has_global_flag = qarmatian_enat_cognatic_flag
					}
					OR = {
						has_game_rule = { 
							name = succession_law_amz
							value = default_succession_amz
						}
						OR = {
							is_amazonian_culture_trigger = yes
						}
					}
					realm_character_percent = {		# 20% of characters
						target = 0.20
						religion = ROOT
					}
				}
				AND = {														# polygyny 
					religion = sunni
					NOT = { has_global_flag = sunni_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {
					religion = shiite
					NOT = { has_global_flag = shiite_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {
					religion = ibadi 
					NOT = { has_global_flag = ibadi_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {
					religion = yazidi 
					NOT = { has_global_flag = yazidi_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {
					religion = kharijite 
					NOT = { has_global_flag = kharijite_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {
					religion = hurufi 
					NOT = { has_global_flag = hurufi_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {
					religion = qarmatian 
					NOT = { has_global_flag = qarmatian_reformed_marriage_flag }
					realm_character_percent = {		# 40% of characters
						target = 0.40
						religion = ROOT
					}
				}
				AND = {														# concubines
					religion = sunni
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = sunni_reformed_marriage_flag
					NOT = { has_global_flag = sunni_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {
					religion = shiite
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = shiite_reformed_marriage_flag
					NOT = { has_global_flag = shiite_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {
					religion = ibadi 
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = ibadi_reformed_marriage_flag
					NOT = { has_global_flag = ibadi_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {
					religion = yazidi 
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = yazidi_reformed_marriage_flag
					NOT = { has_global_flag = yazidi_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {
					religion = kharijite 
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = kharijite_reformed_marriage_flag
					NOT = { has_global_flag = kharijite_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {
					religion = hurufi 
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = hurufi_reformed_marriage_flag
					NOT = { has_global_flag = hurufi_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {
					religion = qarmatian 
					OR = {
						is_amazonian_culture_trigger = yes
					}
					has_global_flag = qarmatian_reformed_marriage_flag
					NOT = { has_global_flag = qarmatian_concubines_flag }
					realm_character_percent = {		# 50% of characters
						target = 0.50
						religion = ROOT
					}
				}
				AND = {													# sayyida
					has_global_flag = fatimah_bloodline_flag 
					NOT = { has_global_flag = sayyida_flag }
					has_game_rule = { # playing default succession law  
						name = succession_law_amz
						value = default_succession_amz
					}
					ai = no
					OR = {
						AND = {							# succession already active
							religion = sunni
							OR = {
								has_global_flag = sunni_abs_cognatic_flag
								has_global_flag = sunni_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
						}
						AND = {
							religion = shiite
							OR = {
								has_global_flag = shiite_abs_cognatic_flag
								has_global_flag = shiite_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
							realm_character_percent = {		# 50% of characters, only restricted for Shia
								target = 0.50
								religion = ROOT
							}
						}
						AND = {
							religion = ibadi 
							OR = {
								has_global_flag = ibadi_abs_cognatic_flag
								has_global_flag = ibadi_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
						}
						AND = {
							religion = yazidi
							OR = {
								has_global_flag = yazidi_abs_cognatic_flag
								has_global_flag = yazidi_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
						}
						AND = {
							religion = kharijite 
							OR = {
								has_global_flag = kharijite_abs_cognatic_flag
								has_global_flag = kharijite_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
						}
						AND = {
							religion = hurufi
							OR = {
								has_global_flag = hurufi_abs_cognatic_flag
								has_global_flag = hurufi_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
						}
						AND = {
							religion = qarmatian 
							OR = {
								has_global_flag = qarmatian_abs_cognatic_flag
								has_global_flag = qarmatian_enat_cognatic_flag
								NOT = {
									has_game_rule = { 
										name = succession_law_amz
										value = default_succession_amz
									}
								}
							}
						}
					}			
				}
			}
		}
		
		allow = {
			piety = 500
			war = no
			custom_tooltip = { 
			text = no_neg_vassal_op_tooltip
				NOT = {
					any_vassal = {
						limit = { is_powerful_vassal = yes }
						opinion = {
							who = liege
							value < 0
						}
					}
				}
			}
			NOT = { is_inaccessible_trigger = yes }
			num_of_holy_sites = 1
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCal.900 }		# Amz Caliphate
			}
			set_character_flag = reforming_caliphate_flag
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 0
				trait = content 
			}
		}
	}
	
# restore islamic caliphate	
	restore_caliphate_male = {
		is_high_prio = yes 
		ai_check_interval = 12
		ai = yes
		
		potential = {
			is_female = no
			is_adult = yes
			prisoner = no
			is_incapable = no
			is_ruler = yes
			controls_religion = yes # holds a caliphate
			has_secret_religion = no
			has_dlc = "Sons of Abraham"
			OR = {		
				AND = {															
					religion = sunni
					OR = {
						has_global_flag = sunni_enat_cognatic_flag
						has_global_flag = sunni_reformed_marriage_flag
					}
				}
				AND = {
					religion = shiite
					OR = {
						has_global_flag = shiite_enat_cognatic_flag
						has_global_flag = shiite_reformed_marriage_flag
						
					}
				}
				AND = {
					religion = ibadi 
					OR = {
						has_global_flag = ibadi_enat_cognatic_flag
						has_global_flag = ibadi_reformed_marriage_flag 
					}
				}
				AND = {
					religion = yazidi
					OR = {
						has_global_flag = yazidi_enat_cognatic_flag
						has_global_flag = yazidi_reformed_marriage_flag 
					}
				}
				AND = {
					religion = kharijite 
					OR = {
						has_global_flag = kharijite_enat_cognatic_flag
						has_global_flag = kharijite_reformed_marriage_flag 
					}
				}
				AND = {
					religion = hurufi
					OR = {
						has_global_flag = hurufi_enat_cognatic_flag
						has_global_flag = hurufi_reformed_marriage_flag 
					}
				}
				AND = {
					religion = qarmatian 
					OR = {
						has_global_flag = qarmatian_enat_cognatic_flag
						has_global_flag = qarmatian_reformed_marriage_flag 
					}
				}
			}
			NOR = {							# Caliphs from Amz cultures can't restore
				is_amazonian_culture_trigger = yes
			}
		}
		
		allow = {
			war = no
			NOT = { is_inaccessible_trigger = yes }
			num_of_holy_sites = 1
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCal.910 }		# Amz Caliphate
			}
			piety = 1000
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = ambitious 
			}
			modifier = {
				factor = 1.5
				trait = cruel 
			}
			modifier = {
				factor = 1.5
				trait = greedy 
			}
			modifier = {
				factor = 0
				trait = content 
			}
			modifier = {
				factor = 0
				trait = kind 
			}
			modifier = {
				factor = 0
				trait = charitable 
			}
		}
	}
	
	
############## not amazon-specific events	
	
# donate to an orphange	
	donate_orphanage = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_female = yes
			is_adult = yes
			TECH_CITY_CONSTRUCTION = 3
			prisoner = no
			OR = {
				is_landed = yes
				spouse = { is_landed = yes }
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			wealth = 50
			custom_tooltip = { 
			text = no_recent_orphanage_dono_tooltip
				OR = {
					had_character_flag = { flag = recent_orphanage_dono_flag years = 3 }
					NOT = { has_character_flag = recent_orphanage_dono_flag }
				}
			}
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.910 }
			}
			set_character_flag = recent_orphanage_dono_flag
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = kind 
			}
			modifier = {
				factor = 1.5
				trait = charitable
			}
			modifier = {
				factor = 0.1 
			}
			modifier = {
				factor = 0
				OR = {
					trait = greedy
					trait = slothful
					trait = envious
					war = yes
					wealth < 1000
				}
			}
		}
	}	
	
# write a poem
	compose_poem = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_female = yes
			is_adult = yes
			prisoner = no
			learning = 8
			is_playable = yes
			TECH_CITY_CONSTRUCTION = 3
			NOR = { 
				trait = poet 
				has_character_flag = writing_poetry_flag
				has_character_flag = written_poetry_flag
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			learning = 8
			custom_tooltip = { 
			text = no_recent_poetry_tooltip
				OR = {
					had_character_flag = { flag = recent_poetry_flag years = 3 }
					NOT = { has_character_flag = recent_poetry_flag }
				}
			}
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.911 }
			}
			set_character_flag = recent_poetry_flag
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				OR = {
					trait = gregarious
					trait = scholar
					trait = faqih
					trait = erudite
				}
			}
			modifier = {
				factor = 0.1 
			}
			modifier = {
				factor = 0
				OR = {
					trait = dull
					trait = slothful
					trait = inbecile
					trait = inbred
					trait = slow
					trait = shy
				}
			}
		}
	}	

# paint a painting
	produce_painting = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_female = yes
			prisoner = no
			TECH_CITY_CONSTRUCTION = 2
			age = 6
			learning = 12
			OR = {
				is_playable = yes
				spouse = { is_playable = yes }
			}
			NOR = {
				has_artifact = magnificent_painting
				trait = blind
				has_character_flag = painting_picture_flag
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			war = no
			wealth = 10
			custom_tooltip = { 
			text = no_recent_painting_tooltip
				OR = {
					had_character_flag = { flag = recent_painting_flag years = 1 }
					NOT = { has_character_flag = recent_painting_flag }
				}
			}
		}
		
		effect = {
			set_character_flag = recent_painting_flag
			wealth = -10
			hidden_tooltip = {
				character_event = { id = AmzCul.917 }
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				OR = {
					trait = genius
					trait = clever
					trait = faqih
					trait = erudite
					trait = shrewd
					trait = diligent
					trait = patient
					trait = poet
					is_ascetic_trigger = yes # religious
					trait = in_hiding
				}
			}
			modifier = {
				factor = 0.1 
			}
			modifier = {
				factor = 0
				OR = {
					is_dumb_trigger = yes
					trait = slothful
					trait = arbitrary
					has_injury_trigger = yes
					is_maimed_trigger = yes
					has_symptom_trigger = yes
					has_disease_trigger = yes
				}
			}
		}
	}	

# hire a midwife
	hire_midwife = {
		is_high_prio = yes
		ai_check_interval = 1
		
		potential = {
			prisoner = no
			is_ruler = yes
			OR = {
				TECH_CITY_CONSTRUCTION = 4
				any_liege = { TECH_CITY_CONSTRUCTION = 4 }
				suzerain = { TECH_CITY_CONSTRUCTION = 4 }
				any_liege = {
					suzerain = { TECH_CITY_CONSTRUCTION = 4 }
				}
			}
			OR = {
				AND = {				# strong (potentially independent) woman
					is_female = yes
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
				}
				AND = {				# man has a preggers 
					is_female = no
					OR = {
						any_consort = {
							OR = {
								trait = pregnant
								trait = hard_pregnancy
								trait = troubled_pregnancy
								trait = pregnancy_finishing
							}
						}
						any_spouse = {
							OR = {
								trait = pregnant
								trait = hard_pregnancy
								trait = troubled_pregnancy
								trait = pregnancy_finishing
							}
							is_ruler = no		# wife who doesn't own title. if she did, she do ^^that^^
						}
						any_lover = {
							OR = {
								trait = pregnant
								trait = hard_pregnancy
								trait = troubled_pregnancy
								trait = pregnancy_finishing
							}
							is_ruler = no		# wife who doesn't own title. if she did, she do ^^that^^
						}
					}
				}
				any_courtier = {
					OR = {
						NOT = { dynasty = NONE }	# preggers must have a dynasty
						NOT = { 					# preggers' husband must have dynasty
							any_spouse = { dynasty = NONE }
						}
					}
					OR = {
						trait = pregnant
						trait = hard_pregnancy
						trait = troubled_pregnancy
						trait = pregnancy_finishing
					}
					is_ruler = no	
					prisoner = no		# event will still appear, but not decision 
				}
			}
			NOT = { has_character_modifier = hired_midwife_modifier }
			NOT = { has_character_flag = hired_midwife_flag }
		}
		
		allow = {
			scaled_wealth = 0.05
		}
		
		effect = {
			scaled_wealth = -0.05
			hidden_tooltip = {
				character_event = { id = AmzCul.920 }
			}
			set_character_flag = hired_midwife_flag
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.1
				OR = {
					trait = genius
					trait = clever
					trait = kind
					trait = shrewd
					trait = diligent
					trait = patient
					trait = charitable
					trait = just
				}
			}
			modifier = {
				factor = 0.5
				OR = {
					trait = greedy
					trait = slothful
					trait = arbitrary
					trait = cruel
				}
			}
			modifier = {	# very likely to call for themselves
				factor = 2
				OR = {
					trait = pregnant
					trait = hard_pregnancy
					trait = troubled_pregnancy
					trait = pregnancy_finishing
					any_spouse = {
						OR = {
							trait = pregnant
							trait = hard_pregnancy
							trait = troubled_pregnancy
							trait = pregnancy_finishing
						}
					}
				}
			}
			modifier = {	# likely to call for dynasty and family
				factor = 1.2
				OR = {
					any_dynasty_member = {
						host = { character = ROOT }
						OR = {
							trait = pregnant
							trait = hard_pregnancy
							trait = troubled_pregnancy
							trait = pregnancy_finishing
							any_spouse = {
								OR = {
									trait = pregnant
									trait = hard_pregnancy
									trait = troubled_pregnancy
									trait = pregnancy_finishing
								}
							}
						}
					}
					any_close_relative = {
						host = { character = ROOT }
						OR = {
							trait = pregnant
							trait = hard_pregnancy
							trait = troubled_pregnancy
							trait = pregnancy_finishing
							any_spouse = {
								OR = {
									trait = pregnant
									trait = hard_pregnancy
									trait = troubled_pregnancy
									trait = pregnancy_finishing
								}
							}
						}
					}
				}
			}
		}
	}	

# seek abortion
	seek_abortifacient = {
		is_high_prio = no
		ai_check_interval = 2
		
		potential = {
			prisoner = no
			is_consort = no
			is_female = yes
			OR = {
				trait = pregnant
				trait = hard_pregnancy
				trait = troubled_pregnancy
				trait = pregnancy_finishing
			}
			NOT = { has_character_flag = seeking_abortion_flag }
		}
		
		allow = {
			scaled_wealth = 0.05
		}
		
		effect = {
			scaled_wealth = -0.05
			hidden_tooltip = {
				character_event = { id = AmzCul.947 }
			}
			set_character_flag = seeking_abortion_flag
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.2
				trait = hard_pregnancy
			}
			modifier = {
				factor = 1.5
				trait = troubled_pregnancy
			}
			modifier = {
				factor = 0.3
				TECH_CULTURE_FLEX < 2
			}
			modifier = {
				factor = 0.6
				TECH_CULTURE_FLEX < 3
			}
			modifier = {
				factor = 0.5		# possible but not priority
				AND = {
					OR = {
						has_character_modifier = incestuous_adulteress 
						has_character_modifier = adulteress 
						has_character_modifier = adulterous_priest	# might apply to females?
					}
					father_of_unborn_known = yes
					father_of_unborn = {			# father of child is not spouse or consort
						NOR = {
							is_main_spouse = yes
							is_consort = yes
						}
					}
				}
			}
			modifier = {			# ai will never take decision unless at risk or known adulterer
				factor = 0
				NOR = {
					trait = hard_pregnancy
					trait = troubled_pregnancy
					AND = {
						OR = {
							has_character_modifier = incestuous_adulteress 
							has_character_modifier = adulteress 
							has_character_modifier = adulterous_priest	
						}
						father_of_unborn_known = yes
						father_of_unborn = {			
							NOR = {
								is_main_spouse = yes
								is_consort = yes
							}
						}
					}
				}
			}
			modifier = {			# ai will never take decision if midwife available and not adulterous
				factor = 0
				AND = {
					OR = {
						host = { has_character_modifier = hired_midwife_modifier }
						has_character_modifier = hired_midwife_modifier 
					}
					NOR = {
						has_character_modifier = incestuous_adulteress 
						has_character_modifier = adulteress 
						has_character_modifier = adulterous_priest	
					}
				}
			}
		}
	}	
	
# sponsor the guilds, stewardship
	sponsor_guilds = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_adult = yes
			prisoner = no
			is_tribal = no
			is_nomadic = no
			higher_tier_than = BARON
			is_landed = yes
			has_education_stewardship_trigger = yes
			TECH_CITY_CONSTRUCTION = 4
			OR = {
				had_character_flag = { flag = recent_sponsorship_flag years = 6 }
				NOT = { has_character_flag = recent_sponsorship_flag }
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes } 
			war = no
			scaled_wealth = 1
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.916 }
				set_character_flag = recent_sponsorship_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = diligent
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				trait = slothful
			}
			modifier = {
				factor = 0
				wealth < 500
			}
		}
	}
	
# train new recruits, martial
	train_recruits = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_adult = yes
			prisoner = no
			has_education_martial_trigger = yes
			higher_tier_than = BARON
			is_landed = yes
			TECH_RECRUITMENT = 4
			OR = {
				had_character_flag = { flag = recent_training_flag years = 5 }
				NOT = { has_character_flag = recent_training_flag }
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes } 
			in_command = no
			war = no 
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.930 }
				set_character_flag = recent_training_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = diligent
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				trait = slothful
			}
		}
	}
	
# extort locals, intrigue
	extort_locals = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_adult = yes
			prisoner = no
			has_education_intrigue_trigger = yes
			higher_tier_than = BARON
			is_landed = yes
			TECH_MAJESTY = 4
			OR = {
				had_character_flag = { flag = recent_extortion_flag years = 5 }
				NOT = { has_character_flag = recent_extortion_flag }
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			war = no
			scaled_wealth = 0.3
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.937 }
				set_character_flag = recent_extortion_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = deceitful
			}
			modifier = {
				factor = 1.5
				trait = schemer
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				trait = slothful
			}
			modifier = {
				factor = 0
				trait = honest
			}
		}
	}
	
# discontinue extorting locals, intrigue
	discontinue_extorting = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 12
		
		potential = {
			has_character_modifier = extorting_locals_modifier
		}
		
		allow = {	
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.944 }
				set_character_flag = recent_extortion_continue_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = honest
			}
			modifier = {
				factor = 1.5
				monthly_piety < 1
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				monthly_piety > 5
			}
		}
	}
	
# host academic forum, learning
	host_academics = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_adult = yes
			prisoner = no
			is_tribal = no
			is_nomadic = no
			has_education_learning_trigger = yes
			higher_tier_than = BARON
			is_landed = yes
			TECH_CULTURE_FLEX = 4
			OR = {
				had_character_flag = { flag = recent_academics_flag years = 7 }
				NOT = { has_character_flag = recent_academics_flag }
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			war = no
			scaled_wealth = 0.5
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.940 }
				set_character_flag = recent_academics_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = scholar
			}
			modifier = {
				factor = 1.5
				trait = genius
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				trait = imbecile
			}
			modifier = {
				factor = 0
				trait = honest
			}
		}
	}
	
# host public games, diplomacy
	host_games = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 144
		
		potential = {
			is_adult = yes
			prisoner = no
			has_education_diplomacy_trigger = yes
			higher_tier_than = BARON
			is_landed = yes
			TECH_MAJESTY = 4
			OR = {
				AND = {
					trait = naive_appeaser
					had_character_flag = { flag = recent_games_flag years = 7 }
				}
				AND = {
					trait = underhanded_rogue
					had_character_flag = { flag = recent_games_flag years = 5 }
				}
				AND = {
					trait = charismatic_negotiator
					had_character_flag = { flag = recent_games_flag years = 3 }
				}
				AND = {
					trait = grey_eminence
					had_character_flag = { flag = recent_games_flag years = 1 }
				}
				NOT = { has_character_flag = recent_games_flag }
			}
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			capital = { is_occupied = no }
			war = no
			scaled_wealth = 0.1
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.941 }
				set_character_flag = recent_games_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = gregarious
			}
			modifier = {
				factor = 1.5
				trait = hedonist
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				trait = shy
			}
			modifier = {
				factor = 0
				trait = dull
			}
		}
	}
	
# discontinue public games, diplomacy
	discontinue_games = {
		is_high_prio = yes		# not really important but it will notify when tech makes available
		ai_check_interval = 12
		
		potential = {
			has_character_modifier = host_games_modifier
		}
		
		allow = {	
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.943 }
				set_character_flag = recent_games_continue_flag
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				war = yes
			}
			modifier = {
				factor = 1.5
				monthly_income < 1
			}
			modifier = {
				factor = 0.5 
			}
			modifier = {
				factor = 0
				monthly_income > 5
			}
		}
	}
	
# unite african tribes
	one_tribe_amz = {
		is_high_prio = yes		
		ai_check_interval = 3
		
		potential = {
			higher_tier_than = DUKE
			independent = yes
			capital_scope = { 
				OR = {
					region = world_africa_west
					region = world_africa_central
					region = world_africa_east
				}
			}
			OR = {
				culture_group = west_african 
				culture_group = central_african 
				culture_group = east_african 
			}
			NOR = { 
				has_global_flag = one_tribe_amz_global_flag 
			}
		}
		
		allow = {
			tier = EMPEROR
			NOT = { is_inaccessible_or_incapable_trigger = yes }
			AND = {
				completely_controls = c_timbuktu
				completely_controls = c_bure
				completely_controls = c_bambuk
				completely_controls = c_aoudaghost
				completely_controls = c_djimi
				completely_controls = c_kano
				completely_controls = c_gondar
				completely_controls = c_aydhab
				completely_controls = c_busaso
			}
		}
		
		effect = {
			hidden_tooltip = {
				character_event = { id = AmzCul.7666 }
				set_global_flag = one_tribe_amz_global_flag
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
# ha-mazan can instantly convert to feudalism if they or their top liege is a god-king 
	convert_to_feudalism_anunnaki = {	
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 3
		
		potential = {
			is_ruler = yes
			is_tribal = yes
			religion_group = ishtarian 
			OR = {		# won't advance without the means to defend 
				AND = {
					independent = yes
					OR = {
						realm_size = 5
						higher_tier_than = COUNT
					}
				}
				AND = { 
					independent = no
					any_liege = {
						religion_group = ishtarian
						OR = {
							is_feudal = yes
							is_republic = yes
						}
					}
				}
			}
		}
		
		allow = {
			war = no
			capital_holding = {
				OR = {
					holding_type = tribal
					holding_type = castle
				}
			}
			OR = {
				trait = giant_king
				AND = {
					prestige = 500
					religion = anunnaki
				}
				AND = {
					prestige = 800
					religion = ishtarian
				}
			}
		}
		
		effect = {
			set_government_type = feudal_government	
			if = {
				limit = {
					NOT = { trait = giant_king } 
				}
				prestige = -500 
			}
			hidden_tooltip = {
				if = {
					limit = {
						capital_holding = {
							holding_type = tribal
							ROOT = { NOT = { tier = BARON } }
						}
						capital_scope = {
							any_province_holding = {
								holding_type = castle
								holder_scope = {
									OR = {
										character = ROOT
										is_liege_or_above = ROOT
									}
								}
							}
						}
					}
					
					capital_scope = {
						random_province_holding = {
							limit = {
								holding_type = castle
								holder_scope = {
									OR = {
										character = ROOT
										is_liege_or_above = ROOT
									}
								}
							}
							if = {
								limit = {
									NOT = { holder = ROOT }
								}
								usurp_title = ROOT
							}
							make_capital_holding = yes
							ROOT = { set_character_flag = feudalize_handled_capital }
						}
					}
				}
				
				any_demesne_title = {
					limit = {
						tier = baron
						holding_type = tribal
						location = {
							capital_holding = {
								NOT = { holding_type = castle }
							}
						}
					}
					convert_to = CASTLE
					refill_holding_levy = yes
					location = { #Clear Tribal Great Pillars
						clr_province_flag = flag_great_pillar_norse
						clr_province_flag = flag_great_pillar_tengri
						clr_province_flag = flag_great_pillar_slavic
						clr_province_flag = flag_great_pillar_baltic
						clr_province_flag = flag_great_pillar_finnish
						clr_province_flag = flag_great_pillar_west_african
						clr_province_flag = flag_great_pillar_aztec
						clr_province_flag = flag_great_pillar_bon
						clr_province_flag = flag_great_pillar_zun
						clr_province_flag = flag_great_pillar_hellenic
					}
					
					if = {		# guarantee 4 holdings slots, another ha-mazan special 
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_max_settlements < 2
								}
							}
						}
						location = {
							add_holding_slot = 3
						}
					}
					if = {		
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_max_settlements < 3
								}
							}
						}
						location = {
							add_holding_slot = 2
						}
					}
					if = {		
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_max_settlements < 4
								}
							}
						}
						location = {
							add_holding_slot = 1
						}
					}
					
					if = {
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_empty_holdings = 1
								}
								NOT = {
									any_direct_de_jure_vassal_title = {
										holding_type = city
									}
								}
							}
						}
						location = {
							build_holding = {
								type = city
							}
						}
					}
					if = {
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_empty_holdings = 1
								}
								NOT = {
									any_direct_de_jure_vassal_title = {
										holding_type = temple
									}
								}
							}
						}
						location = {
							build_holding = {
								type = temple
							}
						}
					}
				}
				
				liege = {
					character_event = { id = 55100 } # Notify Liege
				}
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
# ha-mazan tribal vassals can instantly convert to cities if their liege is a republic, ai only
	convert_to_city_anunnaki_vassal = {	
		ai = yes 
		is_high_prio = yes
		ai_check_interval = 2
		
		potential = {
			is_ruler = yes
			is_tribal = yes
			religion = anunnaki
			independent = no
			liege = { is_republic = yes }
			capital_scope = { port = no } 
		}
		
		allow = {
			war = no
			religion = anunnaki
			capital_holding = {
				OR = {
					holding_type = tribal
					holding_type = city
				}
			}
			OR = {
				trait = giant_king
				prestige = 500
			}
		}
		
		effect = {
			set_government_type = republic_government 	
			if = {
				limit = {
					NOT = { trait = giant_king } 
				}
				prestige = -500 
			}
			hidden_tooltip = {
				if = {
					limit = {
						capital_holding = {
							holding_type = tribal
							ROOT = { NOT = { tier = BARON } }
						}
						capital_scope = {
							any_province_holding = {
								holding_type = city 
								holder_scope = {
									OR = {
										character = ROOT
										is_liege_or_above = ROOT
									}
								}
							}
						}
					}
					
					capital_scope = {
						random_province_holding = {
							limit = {
								holding_type = castle
								holder_scope = {
									OR = {
										character = ROOT
										is_liege_or_above = ROOT
									}
								}
							}
							if = {
								limit = {
									NOT = { holder = ROOT }
								}
								usurp_title = ROOT
							}
							make_capital_holding = yes
							ROOT = { set_character_flag = feudalize_handled_capital }
						}
					}
				}
				
				any_demesne_title = {
					limit = {
						tier = baron
						holding_type = tribal
						location = {
							capital_holding = {
								NOT = { holding_type = city }
							}
						}
					}
					convert_to = city 
					refill_holding_levy = yes
					location = { #Clear Tribal Great Pillars
						clr_province_flag = flag_great_pillar_norse
						clr_province_flag = flag_great_pillar_tengri
						clr_province_flag = flag_great_pillar_slavic
						clr_province_flag = flag_great_pillar_baltic
						clr_province_flag = flag_great_pillar_finnish
						clr_province_flag = flag_great_pillar_west_african
						clr_province_flag = flag_great_pillar_aztec
						clr_province_flag = flag_great_pillar_bon
						clr_province_flag = flag_great_pillar_zun
						clr_province_flag = flag_great_pillar_hellenic
					}
					
					if = {		# guarantee 4 holdings slots, another ha-mazan special 
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_max_settlements < 2
								}
							}
						}
						location = {
							add_holding_slot = 3
						}
					}
					if = {		
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_max_settlements < 3
								}
							}
						}
						location = {
							add_holding_slot = 2
						}
					}
					if = {		
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_max_settlements < 4
								}
							}
						}
						location = {
							add_holding_slot = 1
						}
					}
					
					if = {
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_empty_holdings = 1
								}
								NOT = {
									any_direct_de_jure_vassal_title = {
										holding_type = castle
									}
								}
							}
						}
						location = {
							build_holding = {
								type = castle 
							}
						}
					}
					if = {
						limit = {
							dejure_liege_title = {
								holder = ROOT
								location = {
									num_of_empty_holdings = 1
								}
								NOT = {
									any_direct_de_jure_vassal_title = {
										holding_type = temple
									}
								}
							}
						}
						location = {
							build_holding = {
								type = temple
							}
						}
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	
	
	

	
}		# closed decision bracket. don't remove




	




