plot_decisions = {
	faction_lower_crown_levy_ultimatum = {
		is_high_prio = yes
		
		only_rulers = yes
		
		potential = {
			NOT = { culture = wilderness }
			leads_faction = faction_lower_crown_levy
			OR = {
				NOT = { has_character_flag = faction_lower_crown_levy_ultimatum_taken }
				had_character_flag = { flag = faction_lower_crown_levy_ultimatum_taken days = 7 }
			}
		}
		
		allow = {
			war = no
			prisoner = no
			liege = {
				NOT = { war_with = ROOT }
				NOT = { reverse_has_truce = ROOT }
			}
			
			liege = {
				OR = {
					independent = yes
					AND = {
						will_liege_enforce_peace = no
						has_liege_enforced_peace = no
					}
				}
			}
			capital_holding = { controller = { character = ROOT } }
		}
		
		effect = {
			liege = {
				if = {
					limit = { has_regent = no }
					letter_event = { id = faction.1 days = 3 tooltip = EVTTOOLTIP8005 }
				}
				if = {
					limit = { has_regent = yes }
					letter_event = { id = faction.2 days = 3 tooltip = EVTTOOLTIP8005 }
				}
			}
			hidden_tooltip = { set_character_flag = faction_lower_crown_levy_ultimatum_taken }
		}
		
		ai_will_do = {
			factor = 1
			modifier = { factor = 0 NOT = {  faction_power =  { faction = faction_lower_crown_levy power = 1.0 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_lower_crown_levy power = 1.5 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_lower_crown_levy power = 2.0 } } }
			modifier = { factor = 0.5 } # Slow it down a bit
			modifier = {
				factor = 0
				liege = {
					any_war = {
						OR = {
							AND = {
								defender = { character = PREV }
								NOT = { using_cb = depose_liege }
								NOT = { using_cb = overthrow_ruler }
								NOT = { using_cb = overthrow_ruler_no_calls }
							}
							AND = {
								attacker = { character = PREV }
								OR = {
									using_cb = invasion
									using_cb = tribal_invasion
									using_cb = claim_all
									using_cb = claim
									using_cb = other_claim
								}
							}
						}
					}
				}
			}
		}
	}
	
	faction_lower_crown_obligation_ultimatum = {
		is_high_prio = yes
		
		only_rulers = yes
		
		potential = {
			NOT = { culture = wilderness }
			leads_faction = faction_lower_crown_obligation
			OR = {
				NOT = { has_character_flag = faction_lower_crown_obligation_ultimatum_taken }
				had_character_flag = { flag = faction_lower_crown_obligation_ultimatum_taken days = 7 }
			}
		}
		
		allow = {
			war = no
			prisoner = no
			liege = {
				NOT = { war_with = ROOT }
				NOT = { reverse_has_truce = ROOT }
			}
			
			liege = {
				OR = {
					independent = yes
					AND = {
						will_liege_enforce_peace = no
						has_liege_enforced_peace = no
					}
				}
			}
			
			capital_holding = { controller = { character = ROOT } }
		}
		
		effect = {
			liege = {
				if = {
					limit = { has_regent = no }
					letter_event = { id = faction.10 days = 3 tooltip = EVTTOOLTIP8005 }
				}
				if = {
					limit = { has_regent = yes }
					letter_event = { id = faction.11 days = 3 tooltip = EVTTOOLTIP8005 }
				}
			}
			hidden_tooltip = { set_character_flag = faction_lower_crown_obligation_ultimatum_taken }
		}
		
		ai_will_do = {
			factor = 1
			modifier = { factor = 0 NOT = {  faction_power =  { faction = faction_lower_crown_obligation power = 1.0 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_lower_crown_obligation power = 1.5 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_lower_crown_obligation power = 2.0 } } }
			modifier = { factor = 0.5 } # Slow it down a bit
			modifier = {
				factor = 0
				liege = {
					any_war = {
						OR = {
							AND = {
								defender = { character = PREV }
								NOT = { using_cb = depose_liege }
								NOT = { using_cb = overthrow_ruler }
								NOT = { using_cb = overthrow_ruler_no_calls }
							}
							AND = {
								attacker = { character = PREV }
								OR = {
									using_cb = invasion
									using_cb = tribal_invasion
									using_cb = claim_all
									using_cb = claim
									using_cb = other_claim
								}
							}
						}
					}
				}
			}
		}
	}
	
	faction_lower_tolerance_ultimatum = {
		is_high_prio = yes
		
		only_rulers = yes
		
		potential = {
			NOT = { culture = wilderness }
			leads_faction = faction_lower_tolerance
			OR = {
				NOT = { has_character_flag = faction_lower_or_raise_tolerance_ultimatum_taken }
				had_character_flag = { flag = faction_lower_or_raise_tolerance_ultimatum_taken days = 7 }
			}
		}
		
		allow = {
			war = no
			prisoner = no
			liege = {
				NOT = { war_with = ROOT }
				NOT = { reverse_has_truce = ROOT }
			}
			
			liege = {
				OR = {
					independent = yes
					AND = {
						will_liege_enforce_peace = no
						has_liege_enforced_peace = no
					}
				}
			}
			
			capital_holding = { controller = { character = ROOT } }
		}
		
		effect = {
			liege = {
				if = {
					limit = { has_regent = no }
					letter_event = { id = faction.40 days = 3 tooltip = EVTTOOLTIP8005 }
				}
				if = {
					limit = { has_regent = yes }
					letter_event = { id = faction.41 days = 3 tooltip = EVTTOOLTIP8005 }
				}
			}
			hidden_tooltip = { set_character_flag = faction_lower_or_raise_tolerance_ultimatum_taken }
		}
		
		ai_will_do = {
			factor = 1
			modifier = { factor = 0 NOT = {  faction_power =  { faction = faction_lower_tolerance power = 1.0 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_lower_tolerance power = 1.5 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_lower_tolerance power = 2.0 } } }
			modifier = { factor = 0.5 } # Slow it down a bit
			modifier = {
				factor = 0
				liege = {
					any_war = {
						OR = {
							AND = {
								defender = { character = PREV }
								NOT = { using_cb = depose_liege }
								NOT = { using_cb = overthrow_ruler }
								NOT = { using_cb = overthrow_ruler_no_calls }
							}
							AND = {
								attacker = { character = PREV }
								OR = {
									using_cb = invasion
									using_cb = tribal_invasion
									using_cb = claim_all
									using_cb = claim
									using_cb = other_claim
								}
							}
						}
					}
				}
			}
		}
	}
	
	faction_raise_tolerance_ultimatum = {
		is_high_prio = yes
		
		only_rulers = yes
		
		potential = {
			NOT = { culture = wilderness }
			leads_faction = faction_raise_tolerance
			OR = {
				NOT = { has_character_flag = faction_lower_or_raise_tolerance_ultimatum_taken }
				had_character_flag = { flag = faction_lower_or_raise_tolerance_ultimatum_taken days = 7 }
			}
		}
		
		allow = {
			war = no
			prisoner = no
			liege = {
				NOT = { war_with = ROOT }
				NOT = { reverse_has_truce = ROOT }
			}
			
			liege = {
				OR = {
					independent = yes
					AND = {
						will_liege_enforce_peace = no
						has_liege_enforced_peace = no
					}
				}
			}
			
			capital_holding = { controller = { character = ROOT } }
		}
		
		effect = {
			liege = {
				if = {
					limit = { has_regent = no }
					letter_event = { id = faction.50 days = 3 tooltip = EVTTOOLTIP8005 }
				}
				if = {
					limit = { has_regent = yes }
					letter_event = { id = faction.51 days = 3 tooltip = EVTTOOLTIP8005 }
				}
			}
			hidden_tooltip = { set_character_flag = faction_lower_or_raise_tolerance_ultimatum_taken }
		}
		
		ai_will_do = {
			factor = 1
			modifier = { factor = 0 NOT = {  faction_power =  { faction = faction_raise_tolerance power = 1.0 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_raise_tolerance power = 1.5 } } }
			modifier = { factor = 0.1 NOT = {  faction_power =  { faction = faction_raise_tolerance power = 2.0 } } }
			modifier = { factor = 0.5 } # Slow it down a bit
			modifier = {
				factor = 0
				liege = {
					any_war = {
						OR = {
							AND = {
								defender = { character = PREV }
								NOT = { using_cb = depose_liege }
								NOT = { using_cb = overthrow_ruler }
								NOT = { using_cb = overthrow_ruler_no_calls }
							}
							AND = {
								attacker = { character = PREV }
								OR = {
									using_cb = invasion
									using_cb = tribal_invasion
									using_cb = claim_all
									using_cb = claim
									using_cb = other_claim
								}
							}
						}
					}
				}
			}
		}
	}
	
	faction_succ_tanistry_ultimatum = {
		is_high_prio = yes
		
		only_rulers = yes
		
		potential = {
			NOT = { culture = wilderness }
			leads_faction = faction_succ_tanistry
			OR = {
				NOT = { has_character_flag = faction_succ_tanistry_ultimatum_taken}
				had_character_flag = { flag = faction_succ_tanistry_ultimatum_taken days = 7 }
			}
		}
		allow = {
			war = no
			prisoner = no
			liege = {
				NOT = { war_with = ROOT }
				NOT = { reverse_has_truce = ROOT }
			}
			
			liege = {
				OR = {
					independent = yes
					AND = {
						will_liege_enforce_peace = no
						has_liege_enforced_peace = no
					}
				}
			}
			
			capital_holding = {
				controller = {
					character = ROOT
				}
			}
		}
		effect = {
			liege = {
				letter_event = { id =  faction.20 days = 3 tooltip = EVTTOOLTIP8005 }
			}
			hidden_tooltip = {
				set_character_flag = faction_succ_tanistry_ultimatum_taken
			}
		}
		
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.1
				NOT = { 
					faction_power = 
					{
						faction = faction_succ_tanistry
						power = 1.5
					}
				}
			}
			modifier = {
				factor = 0.1
				NOT = { 
					faction_power = 
					{
						faction = faction_succ_tanistry
						power = 2.0
					}
				}
			}
			modifier = {
				factor = 0
				NOT = { 
					faction_power = 
					{
						faction = faction_succ_tanistry
						power = 1.0
					}
				}
			}
			
			modifier = {
				factor = 0
				liege = {
					any_war = {
						OR = {
							AND = {
								defender = { character = PREV }
								NOT = { using_cb = depose_liege }
								NOT = { using_cb = overthrow_ruler }
								NOT = { using_cb = overthrow_ruler_no_calls }
							}
							AND = {
								attacker = { character = PREV }
								OR = {
									using_cb = invasion
									using_cb = tribal_invasion
									using_cb = claim_all
									using_cb = claim
									using_cb = other_claim
								}
							}
						}
					}
				}
			}
		}
	}
	
	faction_succ_ultimogeniture_ultimatum = {
		is_high_prio = yes
		
		only_rulers = yes
		
		potential = {
			NOT = { culture = wilderness }
			leads_faction = faction_succ_ultimogeniture
			OR = {
				NOT = { has_character_flag = faction_succ_ultimogeniture_ultimatum_taken }
				had_character_flag = { flag = faction_succ_ultimogeniture_ultimatum_taken days = 7 }
			}
		}
		allow = {
			war = no
			prisoner = no
			liege = {
				NOT = { war_with = ROOT }
				NOT = { reverse_has_truce = ROOT }
			}
			
			liege = {
				OR = {
					independent = yes
					AND = {
						will_liege_enforce_peace = no
						has_liege_enforced_peace = no
					}
				}
			}
			
			capital_holding = {
				controller = {
					character = ROOT
				}
			}
		}
		effect = {
			liege = {
				letter_event = { id = faction.30 days = 3 tooltip = EVTTOOLTIP8005 }
			}
			hidden_tooltip = {
				set_character_flag = faction_succ_ultimogeniture_ultimatum_taken
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.1
				NOT = { 
					faction_power = 
					{
						faction = faction_succ_ultimogeniture
						power = 1.5
					}
				}
			}
			modifier = {
				factor = 0.1
				NOT = { 
					faction_power = 
					{
						faction = faction_succ_ultimogeniture
						power = 2.0
					}
				}
			}
			modifier = {
				factor = 0
				NOT = { 
					faction_power = 
					{
						faction = faction_succ_ultimogeniture
						power = 1.0
					}
				}
			}
			
			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0
				liege = {
					any_war = {
						OR = {
							AND = {
								defender = { character = PREV }
								NOT = { using_cb = depose_liege }
								NOT = { using_cb = overthrow_ruler }
								NOT = { using_cb = overthrow_ruler_no_calls }
							}
							AND = {
								attacker = { character = PREV }
								OR = {
									using_cb = invasion
									using_cb = tribal_invasion
									using_cb = claim_all
									using_cb = claim
									using_cb = other_claim
								}
							}
						}
					}
				}
			}
		}
	}
}