# Can be utilized in ai_chance, ai_will_do, random list weighting and anything that utilizes the triggered modifiers to calculate a value.

#will make something score higher if current scope is good steward material...!
good_steward_outcome_score = {
	#value = 1
	#### Positive!
	modifier = {
		factor = 1.05
		has_focus = focus_business
	}
	modifier = {
		factor = 1.05
		has_focus = focus_rulership
	}	
	modifier = {
		factor = 1.05
		trait = diligent
	}
	modifier = {
		factor = 1.05
		stewardship = 10
	}
	modifier = {
		factor = 1.05
		stewardship = 12
	}
	modifier = {
		factor = 1.05
		stewardship = 14
	}
	modifier = {
		factor = 1.05
		stewardship = 16
	}
	modifier = {
		factor = 1.05
		has_lifestyle_stewardship_trigger = yes
	}
	modifier = {
		factor = 1.05
		has_education_stewardship_trigger = yes
	}
	modifier = {
		has_education_stewardship_trigger = yes
		has_top_tier_education_trait_trigger = yes
		factor = 1.05
	}
	modifier = {
		OR = {
			trait = quick
			trait = shrewd
		}
		factor = 1.05
	}
	modifier = {
		factor = 1.05
		trait = architect
	}
	modifier = {
		factor = 1.05
		trait = administrator
	}
	modifier = {
		OR = {
			trait = thrifty_clerk
			trait = fortune_builder
		}
		factor = 1.025
	}
	modifier = {
		trait = midas_touched
		factor = 1.05
	}
	modifier = {
		trait = genius
		factor = 1.05
	}
	### Negative
	modifier = {
		factor = 0.5
		trait = imbecile
	}
	modifier = {
		trait = inbred
		factor = 0.5
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 10 }
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 8 }
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 6 }
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 4 }
	}
	modifier = {
		factor = 0.5
		trait = craven
	}
}

#will make something score higher if current scope is bad steward material...!
bad_steward_outcome_score = {
	#value = 1
	#### Positive!	
	modifier = {
		factor = 1.05
		trait = slothful
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 12 }
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 10 }
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 8 }
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 6 }
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 4 }
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 2 }
	}
	modifier = {
		factor = 1.05
		NOT = { stewardship = 0 }
	}
	modifier = {
		factor = 1.05
		NOT = { has_lifestyle_stewardship_trigger = yes }
	}
	modifier = {
		factor = 1.05
		has_education_stewardship_trigger = yes
	}
	modifier = {
		has_education_stewardship_trigger = yes
		has_top_tier_education_trait_trigger = yes
		factor = 1.05
	}
	modifier = {
		OR = {
			trait = quick
			trait = shrewd
		}
		factor = 1.05
	}
	modifier = {
		factor = 1.05
		trait = architect
	}
	modifier = {
		factor = 1.05
		trait = administrator
	}
	modifier = {
		OR = {
			trait = thrifty_clerk
			trait = fortune_builder
		}
		factor = 1.025
	}
	modifier = {
		trait = midas_touched
		factor = 1.05
	}
	modifier = {
		trait = genius
		factor = 1.05
	}
	### Negative
	modifier = {
		factor = 0.5
		trait = imbecile
	}
	modifier = {
		trait = inbred
		factor = 0.5
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 10 }
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 8 }
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 6 }
	}
	modifier = {
		factor = 0.5
		NOT = { stewardship = 4 }
	}
	modifier = {
		factor = 0.5
		trait = craven
	}
}

fancy_upgrade_selection_score = {
	#value = 1
	#### Positive!	
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 50
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 70
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 100
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 130
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 150
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 175
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 200
	}
	modifier = {
		factor = 1.5
		wonder_upgrade_age = 250
	}
	modifier = {
		factor = 1.1
		has_wonder_upgrade_flag = inspires_learning
	}
	modifier = {
		factor = 1.2
		has_wonder_upgrade_flag = decorative
	}
	modifier = {
		factor = 1.2
		has_wonder_upgrade_flag = towering
	}
	modifier = {
		factor = 1.1
		has_wonder_upgrade_flag = valuable
	}
	modifier = {
		factor = 1.1
		has_wonder_upgrade_flag = unlocks_minor_title
	}
	modifier = {
		factor = 1.1
		has_wonder_upgrade_flag = scary
	}
	modifier = {
		factor = 1.1
		has_wonder_upgrade_flag = scary
		wonder = {
			any_wonder_upgrade = {
				count = 2
				has_wonder_upgrade_flag = scary
			}
		}
	}
	#Hära?
	modifier = {
		factor = 0.1
		has_wonder_upgrade_flag = negative
	}	
}
