targetted_decisions = {
	misja_bandyci_lowy = {
		filter = self
		ai_target_filter = self
		is_high_prio = yes
		
		potential = {
			block_general_event_trigger = no
			society_member_of = neurowie
			has_quest = quest_neurowie_bandyci
			NOT = { has_character_flag = misja_bandyci_lowy_start }
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			custom_tooltip = {
				text = zdrowie_TT
				has_disease_trigger = no
				has_minor_disease_trigger = no
				is_ill = no
			}
			war = no
			not = { has_character_modifier = negative_money }
		}
		effect = {
			set_character_flag = misja_bandyci_lowy_start
			custom_tooltip = {
				text = lowystart_TT
				character_event = {
					id = neurowie_event.20
				}
			}
		}
	}
	misja_duel = {
		filter = society
		ai_target_filter = society
		is_high_prio = yes
		
		from_potential = {
			block_general_event_trigger = no
			society_member_of = neurowie
			has_quest = quest_neurowie_duel
			has_regent = no
			is_inaccessible_trigger = no
		}
		potential = {
			has_character_flag = bspm_cel_duelu_quest
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			custom_tooltip = {
				text = duel_tooltip_sickness
				FROM = {
					NOR = {
						trait = incapable
						trait = infirm
						trait = has_aztec_disease
						trait = has_small_pox
						trait = has_measles
						trait = has_bubonic_plague
						trait = has_typhus
						trait = has_typhoid_fever
						trait = has_tuberculosis
						trait = leper
						trait = pneumonic
					}
				}
				ROOT = {
					NOR = {
						trait = incapable
						trait = infirm
						trait = has_aztec_disease
						trait = has_small_pox
						trait = has_measles
						trait = has_bubonic_plague
						trait = has_typhus
						trait = has_typhoid_fever
						trait = has_tuberculosis
						trait = leper
						trait = pneumonic
						age = 70
					}
				}
			}
			custom_tooltip = {
				text = duel_tooltip_challenged_before
				hidden_tooltip = {
					NOT = {
						has_opinion_modifier = { who = FROM modifier = opinion_fought_duel }
					}
					FROM = { 
						NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_fought_duel } }
						NOT = { has_opinion_modifier = { who = ROOT modifier = opinion_fled_duel } } 
					}
				}
			}
			custom_tooltip = {
				text = duel_tooltip_recent_duel
				hidden_tooltip = {
					FROM = { NOT = { has_character_modifier = recent_duel_timer } }
					NOT = { has_character_modifier = recent_duel_timer }
				}
			}
			custom_tooltip = {
				text = duel_tooltip_busy
				hidden_tooltip = {
					FROM = {
						NOT = { has_character_flag = do_not_disturb }
						NOT = { war = yes }
					}
					NOT = { has_character_flag = do_not_disturb }
					NOT = { war = yes }
				}
			}
			is_within_diplo_range = ROOT # CPU HEAVY!
		}
		effect = {
	    	FROM = { save_event_target_as = combatant_1 } #the person issuing the duel...
	    	save_event_target_as = combatant_2 #the target of the duel...

	    	apply_degree_of_dishonorable_duel_effect = yes #checks a bunch of age and health statuses...
	    	apply_any_applicable_harsh_penalties_effect = yes #if your target is someone 
	        
			FROM = {
				pacifists_lose_piety_effect = yes
				add_character_modifier = {
					modifier = recent_duel_timer
					duration = 365
					hidden = yes
				}
				clr_quest = quest_neurowie_duel
				change_society_currency = 50
				hidden_tooltip = {
					add_society_modifier = 	{
						modifier = neuri_duele
						years = 5
					}
					remove_character_modifier = neuri_obraza
				}
			}
			hidden_tooltip = {
				character_event = { id = HFP.10095 }
			}
			clr_character_flag = bspm_cel_duelu_quest
		}
		
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				has_character_modifier = declined_prestige_duel_timer
			}
			modifier = {
				factor = 0.3
			}
		}
	}
	misja_metydacja = {
		filter = self
		ai_target_filter = self
		is_high_prio = yes
		
		potential = {
			block_general_event_trigger = no
			society_member_of = neurowie
			has_quest = bspm_metydacja
			NOT = { has_character_flag = bspm_metydacja_start }
		}
		
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			custom_tooltip = {
				text = zdrowie_TT
				has_disease_trigger = no
				has_minor_disease_trigger = no
				is_ill = no
			}
			war = no
			not = { has_character_modifier = negative_money }
		}
		effect = {
			set_character_flag = bspm_metydacja_start
			custom_tooltip = {
				text = metydacjastart_TT
				character_event = {
					id = neurowie_event.30
				}
			}
		}
	}
	misja_wilcze_dziecko = {
		filter = close_relatives
		ai_target_filter = close_relatives
		is_high_prio = yes
		
		from_potential = {
			block_general_event_trigger = no
			society_member_of = neurowie
			has_quest = bspm_wilcze_dziecko
		}
		potential = {
			NOT = { has_character_flag = wilcze_dziecko_flaga }
			is_quest_target_of = FROM
		}
		allow = {
			NOT = { is_inaccessible_trigger = yes }
			custom_tooltip = {
				text = zdrowie_TT_2
				has_disease_trigger = no
				has_minor_disease_trigger = no
				is_ill = no
			}
			FROM = { 
				war = no 
				not = { has_character_modifier = negative_money }
			}
			is_quest_target_of = FROM
		}
		effect = {
			set_character_flag = wilcze_dziecko_flaga
			custom_tooltip = {
				text = bspm_dziecko_start
				character_event = {
					id = neurowie_event.40
				}
			}
		}
	}
	skowyt_do_ksiezyca = {
		is_in_society = yes
		
		filter = self
		ai_target_filter = self
		
		potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 1
			society_member_of = neurowie
		}
		allow = {
			custom_tooltip = {
				text = bspm_neuri_wycie_timer_TT
				NOT = { has_character_modifier = bspm_neuri_wycie_timer }
			}
			society_currency = 150
		}
		effect = {
			hidden_effect = {
				add_character_modifier = {
					name = bspm_neuri_wycie_timer
					duration = 100
					hidden = yes
				}
			}
			character_event = {
				id = neurowie_event.63
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { war = yes }
			}
		}
	}
	zmysly_wilka = {
		is_in_society = yes
		
		filter = self
		ai_target_filter = self
		
		potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 2
			society_member_of = neurowie
		}
		allow = {
			custom_tooltip = {
				text = bspm_neuri_zmysly_timer_TT
				NOT = { has_character_modifier = bspm_neuri_zmysly_timer }
			}
			society_currency = 500
		}
		effect = {
			hidden_effect = {
				add_character_modifier = {
					name = bspm_neuri_zmysly_timer
					duration = 100
					hidden = yes
				}
			}
			character_event = {
				id = neurowie_event.64
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.03
			}
			modifier = {
				factor = 3
				war = yes 
			}
			modifier = {
				factor = 6
				OR = {
					has_plot = plot_gain_title
					has_plot = plot_kill_character
					has_plot = plot_kill_spouse
					has_plot = plot_weaken_fellow_vassal
					has_plot = plot_gain_liege_title
					has_plot = plot_gain_fellow_vassal_title
				}
			}
			modifier = {
				factor = 10
				OR = {
					has_character_modifier = suspected_murder_plot
					FROM = {
						any_known_plotter = {
							target = ROOT
							OR = {
								has_plot = plot_kill_character
								has_plot = plot_kill_spouse
							}
						}
					}
				}
			}
		}
	}
	znamie_wilka = {
		only_rulers = yes
		is_in_society = yes
		
		filter = independent_rulers
		ai_target_filter = independent_rulers
		
		from_potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 3
			society_member_of = neurowie
		}
		potential = {
			any_war = {
				 war_with = FROM
			}
		}
		allow = {
			FROM = {
				society_currency = 750
			}
			any_war = {
				 war_with = FROM
			}
		}
		effect = {
			FROM = { change_society_currency = -750 }
			custom_tooltip = {
				character_event = {
					id = neurowie_event.68
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
	}
	znamie_wilka_vassal = {
		only_rulers = yes
		is_in_society = yes
		
		filter = realm
		ai_target_filter = realm
		
		from_potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 3
			society_member_of = neurowie
		}
		potential = {
			any_war = {
				 war_with = FROM
			}
		}
		allow = {
			FROM = {
				society_currency = 750
			}
			any_war = {
				 war_with = FROM
			}
		}
		effect = {
			FROM = { change_society_currency = -750 }
			custom_tooltip = {
				character_event = {
					id = neurowie_event.68
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
	}
	toxic_bite = {
		is_in_society = yes
		
		filter = court	
		ai_target_filter = court
		
		from_potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 4
			society_member_of = neurowie
		}
		potential = {
			age = 5
			NOT = { age = 16 }
				NOT = { character_modifier = toxic_bite_timer }
			OR = {
				is_child_of = FROM
				OR = {
					father = {
						religion = FROM
					}
					AND = {
						father_even_if_dead = {
							NOT = { alive = yes }
						}
						mother = { religion = FROM }
					}
					AND = {
						trait = bastard
						mother = { religion = FROM }
					}
				}
			}
		}
		allow = {
			NOT = { health_traits = 1 }
			FROM = {
				society_currency = 500
				NOT = { war = yes }
			}
			OR = {
				is_child_of = FROM
				OR = {
					father = {
						religion = FROM
						opinion = { who = FROM value = 25 }
					}
					AND = {
						father_even_if_dead = {
							NOT = { alive = yes }
						}
						mother = {
							religion = FROM
							opinion = { who = FROM value = 25 }
						}
					}
					AND = {
						trait = bastard
						opinion = { who = FROM value = 25 }
					}
				}
			}
		}
		effect = {
			FROM = { change_society_currency = -500 }
			custom_tooltip = {
				character_event = {
					id = neurowie_event.70
				}
			}
			hidden_tooltip = {
				add_character_modifier = {
					name = toxic_bite_timer
					duration = 1000
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.1
			}
		}
	}
	full_rage = {
		only_rulers = yes
		is_in_society = yes
		
		filter = self
		ai_target_filter = self
		
		potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 3
			society_member_of = neurowie
		}
		allow = {
			custom_tooltip = {
				text = bspm_neuri_szal_timer_TT
				NOT = { has_character_modifier = bspm_neuri_szal_timer }
			}
			society_currency = 1000
		}
		effect = {
			hidden_effect = {
				add_character_modifier = {
					name = bspm_neuri_szal_timer
					duration = 1000
					hidden = yes
				}
			}
			character_event = {
				id = neurowie_event.72
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				NOT = { war = yes }
			}
		}
	}
}

society_decisions = {
	inicjacja_plemie = {
		only_playable = yes
		
		potential = {
			prisoner = no
			NOT = { trait = incapable }
			society_rank >= 3 
			society_member_of = neurowie
		}

		allow = {
			custom_tooltip = {
				text = bspm_neuri_inicjacja_TT
				NOT = { has_character_modifier = bspm_neuri_inicjacja_timer }
			}
			society_currency = 500
			is_inaccessible_trigger = no
		}

		effect = {
			custom_tooltip = {
				text = inicjacja_plemie_TT
				character_event = { id = neurowie_event.65 days = 7 }
			}
			change_society_currency = -500
			hidden_tooltip = {
				add_character_modifier = {
					name = bspm_neuri_inicjacja_timer
					duration = 1200
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	wilcza_armia = {
		only_rulers = yes
		
		is_high_prio = yes
		is_mercenary = yes
		ai_check_interval = 12

		potential = {
			society_rank = {
				society = neurowie
				rank == 4
			}
		}

		allow = {
			war = yes
			has_society_currency_major_trigger = yes
		}

		effect = {
			capital_scope = {
				ROOT = {
					spawn_unit = {
						owner = ROOT
						province = PREV
						home = PREV
						troops = {
							archers = { 800 800 }
							light_infantry = { 2500 2500 }
							light_cavalry = { 1000 1000 }
							heavy_infantry = { 800 800 }
						}
						attrition = 0.7
						disband_on_peace = yes
						maintenance_multiplier = 0.8
						earmark = assassin_troops
					}	
				}
			}
			detract_society_currency_major_effect = yes
			sound_effect = generic_click_01
		}

		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1

			modifier = {
				factor = 0.2 #Slowdown
			}
		}
	}
}