
decisions = {
	celibate_mom_dec = {
		is_high_prio = yes
		ai_check_interval = 30 #check only once every 30 months.
		only_playable = yes
		potential = {
			#ai = no
			age = 16
			prisoner = no
			OR = { 
				has_character_flag = survivor_mom 
				num_of_children = 6 
			}
			is_ruler = yes
			is_female = yes
			NOT = { trait = incapable }
			NOT = { trait = celibate }
			NOT = { has_character_flag = survivor_mom_broken_vow }
			}
		allow = {
			OR = { 
				has_character_flag = survivor_mom 
				num_of_children = 6 
			}
			OR = { 
				is_married = no
				spouse = { is_ruler = no }
				has_law = status_of_women_4
				has_religion_feature = religion_matriarchal
			}
			is_female = yes
		}
		effect = {
			prestige = -150
			if = { 
				limit = { 
					OR = { 
						religion_group = christian
						religion_group = muslim 
					} 
				}
				piety = -200 
			}
			add_trait = celibate
		}
		ai_will_do = { 
			factor = 1 
			modifier = {
				 factor = 0.5
				 NOT = { trait = infirm }
			}
			modifier = {
				 factor = 0.25
				 trait = lustful #can't help it
			}
			modifier = {
				 factor = 0.25
				 trait = hedonist #can't help it
			}
			modifier = {
				 factor = 2
				 trait = craven
			}
			modifier = {
				 factor = 0.5
				 is_married = no
			}
			modifier = {
				 factor = 1.25
				 trait = shy
			}
			modifier = {
				 factor = 1.25
				 trait = chaste
			}
			modifier = {
				 factor = 1.25
				 trait = paranoid
			}
			modifier = {
				 factor = 1.25
				 trait = infirm
			}
			modifier = {
				 factor = 1.25
				has_scarred_trait_trigger = yes
			}
			modifier = {
				 factor = 1.25
				 trait = maimed
			}
			modifier = {
				 factor = 1.25
				 trait = weak
			}
			modifier = {
				 factor = 0.75
				 trait = strong
			}
			modifier = {
				 factor = 0.75
				 trait = possessed
			}
			modifier = {
				 factor = 0.75
				 trait = lunatic
			}
			modifier = {
				 factor = 1.25
				 trait = slothful
			}
			modifier = {
				 factor = 0.9
				 trait = brave
			}
			modifier = {
				 factor = 1.25
				 trait = arbitrary
			}
			modifier = {
				 factor = 1.1
				 trait = blinded
			}
			modifier = {
				 factor = 1.1
				 trait = hunchback
			}
			modifier = {
				 factor = 1.1
				 trait = dwarf
			}
			modifier = {
				 factor = 1.1
				 trait = clubfooted
			}
			modifier = {
				 factor = 1.25
				 trait = quick
			}
			modifier = {
				 factor = 1.5
				 trait = genius
			}
			modifier = {
				 factor = 1.5
				num_of_children = 1
				any_child = { is_female = no }
			}
			modifier = {
				 factor = 1.5
				num_of_children = 2
				any_child = { is_female = no }
			}
			modifier = {
				factor = 0.75
				NOT = { age = 20 }
			}
			modifier = {
				 factor = 0.85
				age = 20
				NOT = { age = 30 }
			}
			modifier = {
				 factor = 0.95
				age = 30
				NOT = { age = 40 }
			}
			modifier = {
				factor = 3
				age = 40
			}
		}
	}
	
	# TODO banker loans bloodline ?
	borrow_money_jewish_special = {
		only_playable = yes
		ai_check_interval = 30
		
		potential = {
			any_owned_bloodline = {
				has_bloodline_flag = jewish_loans
			}
			religion_group = jewish_group
		}
		
		allow = {
			prisoner = no
			NOT = {
				has_character_modifier = borrowed_from_jews_special
			}
			OR = {
				has_landed_title = k_israel
				any_vassal = {
					has_landed_title = k_israel
				}
			}
			top_liege = { NOT = { has_character_modifier = expelled_jewish } }
		}
		
		effect = {
			add_character_modifier = {
				name = borrowed_from_jews_special
				duration = -1
				inherit = yes
			}
			wealth = 600
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				wealth = 0
				war = no
			}
			modifier = {
				factor = 0
				wealth = 600
				war = yes
			}
		}
	}
	
	repay_money_jewish_special = {
        only_playable = yes
		ai_check_interval = 30
		
        potential = {
            is_playable = yes
            has_character_modifier = borrowed_from_jews_special
        }
        
        allow = {
            wealth = 600
        }
        
        effect = {
            remove_character_modifier = borrowed_from_jews_special
            wealth = -600
        }
        
        revoke_allowed = {
            always = no
        }
        
        ai_will_do = {
            factor = 1
            modifier = {
                factor = 0
                NOT = { wealth = 350 }
            }
        }
    }

	# African Flavor
    tell_a_story_decision = {
    	only_playable = yes
		ai_check_interval = 36

		potential = {
			age = 10
			has_dlc = "Holy Fury"
			is_landed = yes
			is_lowborn = no
			capital_scope = { region = world_africa }
			OR = {
				religion = west_african_pagan
				religion = west_african_pagan_reformed
				culture = maghreb_arabic
				culture_group = east_african
				culture_group = central_african
				culture_group = west_african
			}
		}

		allow = {
			trigger_if = {
				limit = {
					OR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				scaled_wealth = {
					value = 0.1
					min = 1
					max = 450
				}
			}
			trigger_if = {
				limit = {
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				scaled_wealth = {
					value = 1
					min = 15
					max = 450
				}
			}

			custom_tooltip = {
				text = not_recently_told_a_story_tt
				NOT = { has_character_modifier = told_story_nr_1 }
				NOT = { has_character_modifier = told_story_nr_2 }
				NOT = { has_character_modifier = told_story_nr_3 }
				NOT = { has_character_modifier = told_story_nr_4 }
				NOT = { has_character_modifier = told_story_nr_5 }
				NOT = { has_character_modifier = told_story_nr_6 }
				NOT = { has_character_flag = choosing_a_story_flag }
			}
		}

		effect = {
			custom_tooltip = {
				text = choose_a_story_tt
			}
			if = {
				limit = {
					OR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
				scaled_wealth = {
					value = -0.1
					min = -1
					max = -450
				}
			}
			else = {
				scaled_wealth = {
					value = -1
					min = -15
					max = -450
				}
			}

			set_character_flag = choosing_a_story_flag
			character_event = { id = HF.15000 } #send storytelling-choice event...
		}
		
		revoke_allowed = {
			always = no
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.1
				NOR = {
					government = theocracy_government
					government = republic_government
				}
			}
			modifier = {
				factor = 1.5
				any_artifact = {
					has_artifact_flag = book
				}
			}
			modifier = {
				factor = 0.1
				trait = slothful
			}
			modifier = {
				factor = 0
				war = yes
			}
			modifier = {
				factor = 0.1
				is_inaccessible_trigger = yes
			}
			modifier = {
				factor = 1.5
				is_learned_trigger = no
			}
		}
    }
}
