decisions = {
	
	#ai stealing chain
	ai_steal_artifact = {
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			ai = yes
			NOT = { has_game_rule = { name = ai_stealing value = off } }
			OR = {
				AND = {
					tier = COUNT
					has_game_rule = { name = ai_stealing value = default }
					OR = {
						dynastic_prestige >= 300
						num_of_titles >= 3
					}
				}
				higher_tier_than = count
				is_patrician = yes
			}
			OR = {
				trait = ambitious
				trait = greedy
				trait = envious
				prestige = 500
			}
			NOR = {
				primary_title = { temporary = yes } 
				trait = slow
				trait = content
				has_character_flag = stole_artifact
			}
		}
		allow = {
			war = no
			has_regent = no
			is_inaccessible_or_incapable_trigger = no
			age = 18
			age < 50
			prestige = 200
			NOT = { has_character_flag = do_not_disturb }
		}
		effect = { character_event = { id = aao.300 } }
		ai_will_do = { factor = 1 }
		ai_check_interval = 48
	}
}

targeted_decisions = {
	
	#taking other artifacts
	steal_artifact = {
		
		ai = no
		third_party = ROOT
		third_party_filter = artifacts
		show_third_party_potential = yes
		
		from_potential = { ai = no }
		potential = { num_of_artifacts = 1 }
		third_party_potential = {
			FROMFROM = {
				show_scope_change = no
				is_stealable_trigger = yes
			}
		}
		allow = {
			FROM = {
				is_inaccessible_or_incapable_trigger = no
				has_regent = no
				war = no
				custom_tooltip = {
					text = steal_artifact_allow
					NOR = { 
						has_character_flag = active_heist 
						has_character_modifier = active_heist
					}
				}
				custom_tooltip = {
					text = steal_artifact_allow2
					NOT = { has_character_modifier = steal_artifact_timer }
				}
			}
			ROOT = {
				is_within_diplo_range = FROM
				in_seclusion = no
				NOT = { has_non_aggression_pact_with = FROM }
				OR = {
					is_landed = yes
					mercenary = yes
					holy_order = yes
					controls_religion = yes
				}
			}
		}
		effect = {
			ROOT = { 
				save_event_target_as = target_character 
				any_realm_character = {
					limit = {
						liege = { character = ROOT }
						has_minor_title = title_treasury_guard
					}
					save_event_target_as = target_guard
				}
			}
			FROMFROM = { 
				set_artifact_flag = targeted 
				save_event_target_as = target_artifact
			}
			FROM = {
				set_character_flag = active_heist
				character_event = { id = aao.001 }
			}
		}
	}
	
	#taking back owned artifacts
	retrieve_artifact = {
		
		only_playable = yes
		ai_target_filter = court
		third_party_filter = artifacts
		ai_third_party_filter = artifacts
		third_party = ROOT
		
		from_potential = { is_playable = yes }
		potential = {
			num_of_artifacts = 1
			any_artifact = { any_artifact_owner = { dynasty = FROM } }
		}
		third_party_potential = { 
			FROMFROM = {
				any_artifact_owner = {
					OR = {
						character = FROM 
						dynasty = FROM
					}
				}
			}
		}
		allow = {
			ROOT = {
				custom_tooltip = {
					text = retrieve_artifact_allow
					prisoner = yes
					host = { character = FROM }
				}
			}
			FROM = {
				is_incapable = no
				prisoner = no
			}
		}
		effect = {
			FROM = {
				show_scope_change = no
				ROOT = {
					show_scope_change = no
					FROMFROM = { 
						transfer_artifact = {
							from = PREV
							to = PREVPREV
						}
					}
				}	
			}
			imprison = no
		}
	}

	#taking equipped artifacts
	seize_artifact = {
		
		only_playable = yes
		ai_target_filter = court
		third_party_filter = artifacts
		ai_third_party_filter = artifacts
		third_party = ROOT
		show_third_party_potential = yes
		
		from_potential = { is_playable = yes }
		potential = { num_of_artifacts = 1 }
		third_party_potential = {
			FROMFROM = { 
				show_scope_change = no
				is_artifact_equipped = yes
				NOR = {
					custom_tooltip = { text = seize_artifact_allow has_artifact_flag = blacklist }
					custom_tooltip = { text = steal_artifact_allow2 has_artifact_flag = alive }
				}
			}
		}
		allow = {
			FROM = {
				is_incapable = no
				prisoner = no
			}
			ROOT = {
				custom_tooltip = {
					text = seize_artifact_allow3
					prisoner = yes
					host = { character = FROM }
				}
			}
		}
		effect = {
			FROM = {
				ROOT = {
					show_scope_change = no
					FROMFROM = {
						transfer_artifact = {
							from = PREV
							to = PREVPREV
						}
					}
				}
				custom_tooltip = {
					text = seize_artifact_effect2
					any_vassal = { opinion = { who = FROM modifier = opinion_seized_artifact_tyranny } }
				}
			}
			custom_tooltip = {
				text = seize_artifact_effect3
				ROOT = {
					opinion = { who = FROM modifier = seized_artifact }
					add_rival = FROM
					current_heir = { opinion = { who = FROM modifier = seized_artifact_inheritance } }
					any_dynasty_member = {
						limit = { is_alive = yes }
						opinion = { who = FROM modifier = seized_artifact_dynastic }
					}
				}
			}
			imprison = no
		}
	}
}

title_decisions = {
	
	##AI vault building
	ai_build_vault = {
		only_playable = yes
		
		filter = capital
		ai_target_filter = capital
		
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				ai = yes
				num_of_artifacts >= 1 
				trigger_if = { #MRs are inconsistent with their "capitals" this is to make sure only the palace is valid
					limit = { 
						OR = {
							is_merchant_republic = yes
							is_patrician = yes
						}
					}
					ROOT = { holding_type = family_palace }
				}
				trigger_else = { capital_holding = { title = ROOT } }
			}
			NOR = {
				has_building = ca_vault_3
				has_building = ct_vault_3
				has_building = tp_vault_3
				has_building = fp_avault_3
				has_building = tb_vault_3
				has_building = no_vault_3
			}
		}
		allow = {
			trigger_if = {
				limit = { 
					NOR = {
						has_building = ca_vault_1
						has_building = ct_vault_1
						has_building = tp_vault_1
						has_building = fp_avault_1
						has_building = tb_vault_1
						has_building = no_vault_1
					}
				}
				trigger_if = {
					limit = {
						FROM = { 
							is_tribal = no
							is_nomadic = no
						}
					}
					FROM = { wealth = 200 }
				}
				trigger_else = { FROM = { wealth = 100 } }
				OR = {
					FROM = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
					location = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
				}
			}
			trigger_else_if = {
				limit = { 
					OR = {
						has_building = ca_vault_1
						has_building = ct_vault_1
						has_building = tp_vault_1
						has_building = fp_avault_1
						has_building = tb_vault_1
						has_building = no_vault_1
					}
					NOR = {
						has_building = ca_vault_2
						has_building = ct_vault_2
						has_building = tp_vault_2
						has_building = fp_avault_2
						has_building = tb_vault_2
						has_building = no_vault_2
					}
				}
				trigger_if = {
					limit = {
						FROM = { 
							is_tribal = no
							is_nomadic = no
						}
					}
					FROM = { wealth = 300 }
				}
				trigger_else = { FROM = { wealth = 200 } }
				OR = {
					FROM = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
					location = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
				}
			}
			trigger_else = {
				trigger_if = {
					limit = {
						FROM = { 
							is_tribal = no
							is_nomadic = no
						}
					}
					FROM = { wealth = 400 }
				}
				trigger_else = { FROM = { wealth = 300 } }
				OR = {
					FROM = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
					location = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
				}
			}
		}
		
		effect = {
			if = {
				limit = { 
					NOR = {
						has_building = ca_vault_1
						has_building = ct_vault_1
						has_building = tp_vault_1
						has_building = fp_avault_1
						has_building = tb_vault_1
						has_building = no_vault_1
					}
				}
				if = {
					limit = {
						FROM = { 
							is_tribal = no
							is_nomadic = no
						}
					}
					FROM = { wealth = -200 }
				}
				else = { FROM = { wealth = -100 } }
				
				trigger_switch = {
					on_trigger = holding_type
					
					castle = { add_building = ca_vault_1 }
					city = { add_building = ct_vault_1 }
					temple = { add_building = tp_vault_1 }
					family_palace = { add_building = fp_avault_1 }
					tribal = { add_building = tb_vault_1 }
					nomad = { add_building = no_vault_1 }
				}
			}
			else_if = {
				limit = { 
					OR = {
						has_building = ca_vault_1
						has_building = ct_vault_1
						has_building = tp_vault_1
						has_building = fp_avault_1
						has_building = tb_vault_1
						has_building = no_vault_1
					}
					NOR = {
						has_building = ca_vault_2
						has_building = ct_vault_2
						has_building = tp_vault_2
						has_building = fp_avault_2
						has_building = tb_vault_2
						has_building = no_vault_2
					}
				}
				if = {
					limit = {
						FROM = { 
							is_tribal = no
							is_nomadic = no
						}
					}
					FROM = { wealth = -300 }
				}
				else = { FROM = { wealth = -200 } }
				
				trigger_switch = {
					on_trigger = holding_type
					
					castle = { add_building = ca_vault_2 }
					city = { add_building = ct_vault_2 }
					temple = { add_building = tp_vault_2 }
					family_palace = { add_building = fp_avault_2 }
					tribal = { add_building = tb_vault_2 }
					nomad = { add_building = no_vault_2 }
				}
			}
			else = {
				if = {
					limit = {
						FROM = { 
							is_tribal = no
							is_nomadic = no
						}
					}
					FROM = { wealth = -400 }
				}
				else = { FROM = { wealth = -300 } }
				
				trigger_switch = {
					on_trigger = holding_type
					
					castle = { add_building = ca_vault_3 }
					city = { add_building = ct_vault_3 }
					temple = { add_building = tp_vault_3 }
					family_palace = { add_building = fp_avault_3 }
					tribal = { add_building = tb_vault_3 }
					nomad = { add_building = no_vault_3 }
				}
			}
		}
		
		ai_check_interval = 12
		ai_will_do = {
			factor = 1
		}
	}
	
	
	ai_remove_vault = { ##nomads and patricians should never use this
		only_rulers = yes
		
		filter = owned
		ai_target_filter = owned
		
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				ai = yes
				NOT = { capital_scope = { title = ROOT } } 
			}
			OR = {
				has_building = ca_vault_1
				has_building = ct_vault_1
				has_building = tp_vault_1
				has_building = tb_vault_1
			}
		}
		allow = {
			OR = {
				has_building = ca_vault_1
				has_building = ct_vault_1
				has_building = tp_vault_1
				has_building = tb_vault_1
			}
		}
		effect = {
			remove_building = ca_vault_1
			remove_building = ct_vault_1
			remove_building = tp_vault_1
			remove_building = tb_vault_1
			remove_building = ca_vault_2
			remove_building = ct_vault_2
			remove_building = tp_vault_2
			remove_building = tb_vault_2
			remove_building = ca_vault_3
			remove_building = ct_vault_3
			remove_building = tp_vault_3
			remove_building = tb_vault_3
			
			FROM = { wealth = 100 }
		}
		
		
		ai_check_interval = 12
		ai_will_do = {
			factor = 1
		}
	}
}
