decisions = {

	# Custom Title Formation Decisions

	found_holy_order = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				is_theocracy = yes
			}
			d_custom_order = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			controls_religion = no
			has_secret_religion = no
			tier = DUKE
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			capital_holding = {
				OR = {
					holding_type = castle
					AND = {
						holding_type = tribal
						has_building = tb_hillfort_4
					}
				}
			}
			prestige = 500
			piety = 300
			wealth = 200
		}
		effect = {
			primary_title = {
				d_custom_order = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					set_random_coa_effect = yes
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_order_government
					set_name = "Order of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					add_law = {
						law = succ_monastic_elective
						cooldown = no
						opinion_effect = no
					}
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
				
			}
			set_government_type = order_government
			wealth = -200
		}
		ai_will_do = {
			factor = 0.01
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes 
					trait = theologian 
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = holy_warrior
				}
			}
			modifier = { 	
				factor = 1.8
				ROOT = {
					character = yes 
					trait = duelist
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = erudite
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = scholarly_theologian
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = brilliant_strategist
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = mastermind_theologian
				}
			}
		}
	}

	form_holy_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			OR = {
				has_landed_title = d_custom_order
				government = order_government
			}
			NOT = { has_landed_title = d_socotran_knights }
			k_custom_order = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1000
			piety = 500
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				k_custom_order = {
					gain_title = ROOT
					copy_title_history = PREV
					copy_title_laws = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_order_government
					set_name = "Grand Order of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}

			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							tier = DUKE
							holy_order = yes
							is_landless_type_title = yes
							OR = { 
								has_flag = force_order_government						
								OR = {
									NOR = {
										has_flag = force_sis_government
										has_flag = force_missionary_government
										has_flag = force_warorder_government
									}
									has_game_rule = { name = sco_rule_hoextra value = off }
								}
							}
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.5
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes 
					trait = theologian 
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = holy_warrior
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = erudite
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = scholarly_theologian
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = mastermind_theologian
				}
			}
		}
	}

	form_holy_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			OR = {
				has_landed_title = k_custom_order
				government = order_government
			}
			NOT = { has_landed_title = k_socotran_knights }
			e_custom_order = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 5000
			piety = 2000
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				e_custom_order = {
					gain_title = ROOT
					copy_title_history = PREV
					copy_title_laws = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_order_government
					set_name = "Monastic State of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							tier = KING
							holy_order = yes
							is_landless_type_title = yes
							OR = { 
								has_flag = force_order_government						
								OR = {
									NOR = {
										has_flag = force_sis_government
										has_flag = force_missionary_government
										has_flag = force_warorder_government
									}
									has_game_rule = { name = sco_rule_hoextra value = off }
								}
							}
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_custom_order
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_custom_order } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

	found_holy_sisterhood = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			has_game_rule = { name = sco_rule_hoextra value = on }
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				is_theocracy = yes
			}
			lower_tier_than = KING
			d_custom_sisorder = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			has_secret_religion = no	
			controls_religion = no
			tier = DUKE
			OR = {
				AND = {
					custom_tooltip = {
						text = eligible_sisterhood
						hidden_tooltip = {
							is_female = yes
							#must be somewhat fertile to make sense
							age < 36
							fertility >= 0.40
							}
					}
					OR = {
						custom_tooltip = { 
							text = eligible_sisterhood_1
							hidden_tooltip = {
								OR = {
									religion_group = zoroastrian_group
									religion = bon_reformed
									religion = hellenic_pagan_reformed
									religion = zun_pagan_reformed
									religion = west_african_pagan_reformed
									religion = tengri_pagan_reformed
								}
								religion_allows_female_temple_holders = yes
							}
						}
						AND = {
							custom_tooltip = { 
								text = eligible_sisnun_1
								hidden_tooltip = {
									OR = {
										has_religion_feature = religion_matriarchal
										has_religion_feature = religion_equal
									}
								}
							}
							custom_tooltip = { 
								text = eligible_sisterhood_2
								hidden_tooltip = {
									OR = {
										has_religion_feature = religion_astrology
										has_religion_feature = religion_haruspicy
										has_religion_feature = religion_harems
										has_religion_feature = religion_holy_family
										has_polygamy = yes
										has_concubinage = yes
									}
								}
							}
							custom_tooltip = { 
								text = eligible_sisnun_2
								hidden_tooltip = {
									NOR = {
										has_religion_feature = religion_syncretic
										has_religion_feature = religion_ritual_sacrifice
										has_religion_feature = religion_cosmopolitan
									}
								}
							}
							custom_tooltip = { 
								text = eligible_sisnun_3
								hidden_tooltip = { 
									OR = {
										has_religion_feature = religion_theocratic_head
										has_autocephaly = yes
									}
								}
							}
						}
					}
				}
				AND = {
					custom_tooltip = { text = eligible_nunorder hidden_tooltip = { is_female = yes } }
					OR = {
						custom_tooltip = {
							text = eligible_nunorder_1
							hidden_tooltip = {
								OR = {
									religion_group = christian
									religion_group = indian_group
								}
								religion_allows_female_temple_holders = yes
							}
						}
						AND = {
							custom_tooltip = { 
								text = eligible_sisnun_1
								hidden_tooltip = {
									OR = {
										has_religion_feature = religion_matriarchal
										has_religion_feature = religion_equal
									}
								}
							}
							custom_tooltip = { 
								text = eligible_nunorder_2
								hidden_tooltip = {
									OR = {
										has_religion_feature = religion_proselytizing
										has_religion_feature = religion_dogmatic
										has_religion_feature = religion_beatification
										has_religion_feature = religion_monastic
									}
								}
							}
							custom_tooltip = { 
								text = eligible_sisnun_2
								hidden_tooltip = {
									NOR = {
										has_religion_feature = religion_syncretic
										has_religion_feature = religion_ritual_sacrifice
										has_religion_feature = religion_cosmopolitan
									}
								}
							}
							custom_tooltip = { 
								text = eligible_sisnun_3
								hidden_tooltip = {
									OR = {
										has_religion_feature = religion_theocratic_head
										has_autocephaly = yes
									}
								}
							}
						}
					}
				}
			}
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			OR = {
				capital_holding = { holding_type = temple }
				AND = {
					capital_holding = {
						OR = {
							holding_type = castle
							AND = {
								holding_type = tribal
								has_building = tb_hillfort_4
							}
						}
					}
					capital_scope = { religion = ROOT }
				}
			}
			prestige = 500
			piety = 300
			wealth = 200
		}
		effect = {
			primary_title = {
				d_custom_sisorder = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					set_random_coa_effect = yes
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_sis_government
					adjective = [Prev.GetAdjective]
					gender_succ = enatic
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
			}
			if = { limit = { is_government_potential = sisterhood_government }
				set_government_type = sisterhood_government
				d_custom_sisorder = {
					set_name = "Sisterhood of [Root.Capital.GetName]"
					add_law = {
						law = succ_sisterhood_elective
						cooldown = no
						opinion_effect = no
					}
				}
			}
			else = {
				set_government_type = nunorder_government
				d_custom_sisorder = {
					set_name = "Abbey of [Root.Capital.GetName]"
					add_law = {
						law = succ_monastic_elective
						cooldown = no
						opinion_effect = no
					}
				}
			}
			wealth = -200
		}
		ai_will_do = {
			factor = 0.02
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 3
				ROOT = { 
					character = yes 
					has_religion_feature = religion_matriarchal
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = lustful
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = strong
				}
			}
			modifier = { 
				factor = 2.5
				ROOT = {
					character = yes 
					trait = hedonist
				}
			}
			modifier = { 
				factor = 1.2
				ROOT = {
					character = yes 
					trait = gardener
				}
			}
			modifier = { 
				factor = 1.6
				ROOT = {
					character = yes 
					trait = poet
				}
			}
			modifier = { 
				factor = 1.2
				ROOT = {
					character = yes 
					trait = falconer
				}
			}
			modifier = { 
				factor = 1.5
				ROOT = {
					character = yes 
					trait = holy_warrior
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = mystic
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = midas_touched
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = grey_eminence
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = mastermind_theologian
				}
			}
		}
	}

	form_sister_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			has_game_rule = { name = sco_rule_hoextra value = on }
			OR = { government = sisterhood_government government = nunorder_government }
			NOR = { has_landed_title = d_mazdan_sisters has_landed_title = d_socotran_nuns }
			k_custom_sisorder = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1000
			piety = 500
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				k_custom_sisorder = {
					gain_title = ROOT
					copy_title_history = PREV
					copy_title_laws = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_sis_government
					adjective = [Prev.GetAdjective]
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							tier = DUKE
							has_flag = force_sis_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			if = { limit = { government = sisterhood_government }
				k_custom_sisorder = { set_name = "Sister Enclave of [Root.Capital.GetName]" }
			}
			else = {
				k_custom_sisorder = { set_name = "Grand Abbey of [Root.Capital.GetName]" }
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.6
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 	
				factor = 3
				ROOT = { 
					character = yes 
					has_religion_feature = religion_matriarchal
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = lustful
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = strong
				}
			}
			modifier = { 
				factor = 2.5
				ROOT = {
					character = yes 
					trait = hedonist
				}
			}
		}
	}

	form_sister_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			has_game_rule = { name = sco_rule_hoextra value = on }
			OR = { government = sisterhood_government government = nunorder_government }
			NOR = { has_landed_title = k_mazdan_sisters has_landed_title = k_socotran_nuns }
			e_custom_sisorder = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
						
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 5000
			piety = 2000
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				e_custom_sisorder = {
					gain_title = ROOT
					copy_title_history = PREV
					copy_title_laws = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_sis_government
					adjective = [Prev.GetAdjective]
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							tier = KING
							has_flag = force_sis_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			if = { limit = { government = sisterhood_government }
				e_custom_sisorder = { set_name = "High Sister Enclave of [Root.Capital.GetName]" }
			}
			else = {
				e_custom_sisorder = { set_name = "Supreme Abbey of [Root.Capital.GetName]" }
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_custom_sisorder
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_custom_sisorder } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

	start_missionary_venture = {
		only_independent = yes
		ai = no #disabled until the "edit guard" targeted decision has been tweaked for ai use, without that they'd be too weak to make sense
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			has_game_rule = { name = sco_rule_hoextra value = on }
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				is_theocracy = yes
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			controls_religion = no
			has_secret_religion = no
			tier = DUKE
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				custom_tooltip = {
					text = eligible_missionary_1
					hidden_tooltip = {
						OR = {						
							religion_group = christian
							religion_group = muslim
							religion_group = jewish_group
							religion_group = indian_group
							religion_group = zoroastrian_group
							religion = bon_reformed
							religion = hellenic_pagan_reformed
							religion = zun_pagan_reformed
							religion = west_african_pagan_reformed
							religion = tengri_pagan_reformed
						}
					}
				}
				AND = {
					custom_tooltip = {
						text = eligible_missionary_2
						hidden_tooltip = {
							OR = {
								has_religion_feature = religion_proselytizing
								has_religion_feature = religion_dogmatic
								has_religion_feature = religion_beatification
								has_religion_feature = religion_monastic
								has_religion_feature = religion_peaceful
								has_religion_feature = religion_cosmopolitan
							}
						}
					}
					custom_tooltip = {
						text = eligible_missionary_3
						hidden_tooltip = {
							NOR = {
								has_religion_feature = religion_syncretic
								has_religion_feature = religion_ritual_sacrifice
							}
						}
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			OR = {
				capital_holding = { holding_type = temple }
				AND = {
					capital_holding = {
						OR = {
							holding_type = city
							AND = {
								holding_type = tribal
								has_building = tb_market_town_4
							}
						}
					}
					capital_scope = { religion = ROOT }
				}
			}
			prestige = 500
			piety = 300
			wealth = 200
		}
		effect = {
			primary_title = {
				create_title = {
					tier = DUKE
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_preferred_capital = PREV
					set_random_coa_effect = yes
					religion = ROOT
					set_flag = force_missionary_government
					set_name = "Priory of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					add_law = {
						law = succ_seniority
						cooldown = no
						opinion_effect = no
					}
					make_primary_title = yes
				}
			}
			#Missionary Guard vassal setup
			create_random_soldier = {
				random_traits = yes
				dynasty = culture
				health = 6
				fertility = 0.8
			}
			new_character = { character_event = { id = missionaryguard.1 } }
			set_government_type = missionary_government
			wealth = -200
		}
		ai_will_do = {
			factor = 0.01
			modifier = {
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = {
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = {
				factor = 3
				ROOT = {
					character = yes 
					trait = theologian 
				}
			}
			modifier = {
				factor = 3
				ROOT = {
					character = yes 
					trait = administrator
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = gardener
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = architect
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes 
					trait = erudite
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes 
					trait = midas_touched
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = grey_eminence
				}
			}
		}
	}

	form_missionary_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			has_game_rule = { name = sco_rule_hoextra value = on }
			government = missionary_government
			NOT = { has_landed_title = d_benedictine_priory }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1000
			piety = 500
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				create_title = {
					tier = KING
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_missionary_government
					set_name = "High Priory of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = KING }
							has_flag = force_missionary_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			custom_tooltip = {
				text = missionary_guard_upgraded
				any_vassal = {
					limit = { government = missionary_guard_government }
					primary_title = {
						create_title = {
							tier = DUKE
							name = DYNAMIC_MISSIONARY_GUARD
							landless = yes
							temporary = no
							custom_created = yes
							culture = ROOT
							holder = PREV
							base_title = THIS
							mercenary = yes
							army_template = default_missionary_guard_composition
							replace_captain_on_death = no
							siphons_income_to_creator = 0.2
							ruler = "CAPTAIN"
							ruler_female = "CAPTAIN"
							foa = "CAPTAIN_FOA"
						}
						new_title = {
							religion = ROOT
							set_flag = force_missionary_guard_government
							make_primary_title = yes
							de_jure_liege = ROOT
						}
						#Add all existing upgrades to the new guard duchy
						while = {
							limit = { check_variable = { which = upgrade_light1 value >= 1 } }
							subtract_variable = { which = upgrade_light1 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = light_infantry
									change = 40
								}
								change_mercenary_composition = {
									type = archers
									change = 20
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_light2 value >= 1 } }
							subtract_variable = { which = upgrade_light2 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = light_infantry
									change = 60
								}
								change_mercenary_composition = {
									type = archers
									change = 40
								}
								change_mercenary_composition = {
									type = light_cavalry
									change = 20
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_light3 value >= 1 } }
							subtract_variable = { which = upgrade_light3 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = light_infantry
									change = 80
								}
								change_mercenary_composition = {
									type = archers
									change = 60
								}
								change_mercenary_composition = {
									type = light_cavalry
									change = 40
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_heavy1 value >= 1 } }
							subtract_variable = { which = upgrade_heavy1 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = pikemen
									change = 25
								}
								change_mercenary_composition = {
									type = heavy_infantry
									change = 15
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_heavy2 value >= 1 } }
							subtract_variable = { which = upgrade_heavy2 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = pikemen
									change = 50
								}
								change_mercenary_composition = {
									type = heavy_infantry
									change = 30
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_heavy3 value >= 1 } }
							subtract_variable = { which = upgrade_heavy3 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = pikemen
									change = 60
								}
								change_mercenary_composition = {
									type = heavy_infantry
									change = 40
								}
								change_mercenary_composition = {
									type = knights
									change = 20
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_cav1 value >= 1 } }
							subtract_variable = { which = upgrade_cav1 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = light_cavalry
									change = 40
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_cav2 value >= 1 } }
							subtract_variable = { which = upgrade_cav2 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = light_cavalry
									change = 60
								}
								change_mercenary_composition = {
									type = knights
									change = 20
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_cav3 value >= 1 } }
							subtract_variable = { which = upgrade_cav3 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = light_cavalry
									change = 80
								}
								change_mercenary_composition = {
									type = knights
									change = 40
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_boats1 value >= 1 } }
							subtract_variable = { which = upgrade_boats1 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = galleys
									change = 20
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_boats2 value >= 1 } }
							subtract_variable = { which = upgrade_boats2 value = 1 }
							new_title = {
								change_mercenary_composition = {
									type = galleys
									change = 40
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_ltoh value >= 1 } }
							subtract_variable = { which = upgrade_ltoh value = 1 }
							new_title = {
								change_mercenary_composition = {
									from = light_infantry
									type = heavy_infantry
									change = 50
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_ltop value >= 1 } }
							subtract_variable = { which = upgrade_ltop value = 1 }
							new_title = {
								change_mercenary_composition = {
									from = light_infantry
									type = pikemen
									change = 50
								}
							}
						}
						while = {
							limit = { check_variable = { which = upgrade_ctok value >= 1 } }
							subtract_variable = { which = upgrade_ctok value = 1 }
							new_title = {
								change_mercenary_composition = {
									from = light_cavalry
									type = knights
									change = 50
								}
							}
						}
						#An hackfix to destroy titular county titles, works well enough and is only noticeable for 1 day
						set_title_landless = { title = THIS status = no }
						create_random_soldier = {
							random_traits = yes
							health = 6
							fertility = 0.8
						}
						new_character = { gain_title = PREV }
						unsafe_destroy_landed_title = THIS
						activate_title = { title = THIS status = no }
					}
					set_defacto_liege = ROOT #if done here vassal is shown in menus immediately
				}
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.5
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = {
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = {
				factor = 3
				ROOT = {
					character = yes 
					trait = theologian 
				}
			}
			modifier = {
				factor = 3
				ROOT = {
					character = yes 
					trait = administrator
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = gardener
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = architect
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes 
					trait = erudite
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes 
					trait = midas_touched
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = grey_eminence
				}
			}
		}
	}

	form_missionary_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			has_game_rule = { name = sco_rule_hoextra value = on }
			government = missionary_government
			NOT = { has_landed_title = k_benedictine_priory }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 5000
			piety = 2000
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				create_title = {
					tier = EMPEROR
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_missionary_government
					set_name = "Holy Priory of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = EMPEROR }
							has_flag = force_missionary_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			any_vassal = {
				limit = { government = missionary_guard_government }
				primary_title = { de_jure_liege = ROOT } #Adds the Guard to the de jure structure (doesn't work)
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = ROOT
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = ROOT } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

	found_warrior_order = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			has_game_rule = { name = sco_rule_hoextra value = on }
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				is_theocracy = yes
			}
			d_custom_warorder = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			controls_religion = no
			has_secret_religion = no	
			tier = DUKE
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				custom_tooltip = {
					text = eligible_warorder_1
					hidden_tooltip = {
						OR = {						
							religion_group = christian
							religion_group = muslim
							religion_group = jewish_group
							religion_group = zoroastrian_group
							religion = norse_pagan_reformed
							religion = baltic_pagan_reformed
							religion = finnish_pagan_reformed
							religion = slavic_pagan_reformed
							religion = aztec_reformed
							religion = hellenic_pagan_reformed
							religion = zun_pagan_reformed
							religion = west_african_pagan_reformed
							religion = tengri_pagan_reformed
						}
					}
				}
				AND = {
					custom_tooltip = {
						text = eligible_warorder_2
						hidden_tooltip = {
							OR = {
								has_religion_feature = religion_proselytizing
								has_religion_feature = religion_dogmatic
								has_religion_feature = religion_warlike
								has_religion_feature = religion_defensive
								has_religion_feature = religion_adventuring
								has_religion_feature = religion_seafaring
								has_religion_feature = religion_relentless
								has_religion_feature = religion_ritual_sacrifice
							}
						}
					}
					custom_tooltip = {
						text = eligible_warorder_3
						hidden_tooltip = {
							NOR = {
								has_religion_feature = religion_syncretic
								has_religion_feature = religion_cosmopolitan
								has_religion_feature = religion_peaceful
							}
						}
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			capital_holding = {
				OR = {
					holding_type = castle
					AND = {
						holding_type = tribal
						has_building = tb_hillfort_4
					}
				}
			}
			prestige = 500
			piety = 300
			wealth = 200
		}
		effect = {
			primary_title = {
				d_custom_warorder = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					set_random_coa_effect = yes
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_warorder_government
					set_name = "[Prev.GetAdjective] Warriors of [Root.Religion.GetHighGodName]"
					adjective = [Prev.GetAdjective]
					add_law = {
						law = succ_martial_elective
						cooldown = no
						opinion_effect = no
					}
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
				
			}
			set_government_type = warorder_government
			wealth = -200
		}
		ai_will_do = {
			factor = 0.01
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = holy_warrior
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes
					trait = duelist
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes
					trait = strategist
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes
					trait = hunter
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = theologian 
				}
			}
			modifier = { 	
				factor = 1.2
				ROOT = {
					character = yes 
					trait = erudite
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = mastermind_theologian
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = brilliant_strategist
				}
			}
		}
	}

	form_warrior_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			has_game_rule = { name = sco_rule_hoextra value = on }
			OR = {
				has_landed_title = d_custom_warorder
				government = warorder_government
			}
			k_custom_warorder = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1000
			piety = 500
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				k_custom_warorder = {
					gain_title = ROOT
					copy_title_history = PREV
					copy_title_laws = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_warorder_government
					set_name = "[Prev.GetAdjective] High Warriors of [Root.Religion.GetHighGodName]"
					adjective = [Prev.GetAdjective]
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							tier = DUKE
							has_flag = force_warorder_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.5
			modifier = { 
				factor = 0.01
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = { 	
				factor = 5
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = holy_warrior
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes
					trait = duelist
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes
					trait = strategist
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes
					trait = hunter
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = theologian 
				}
			}
			modifier = { 	
				factor = 1.2
				ROOT = {
					character = yes 
					trait = erudite
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes 
					trait = mastermind_theologian
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = brilliant_strategist
				}
			}
		}
	}

	form_warrior_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			has_game_rule = { name = sco_rule_hoextra value = on }
			OR = {
				has_landed_title = k_custom_warorder
				government = warorder_government
			}
			e_custom_warorder = {
				OR = {
					has_holder = no
					holder_scope = { realm_size <= 0 }
				}
			}
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 5000
			piety = 2000
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				e_custom_warorder = {
					gain_title = ROOT
					copy_title_history = PREV
					copy_title_laws = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					culture = ROOT
					religion = ROOT
					set_flag = force_warorder_government
					set_name = "[Prev.GetAdjective] Imperial Warriors of [Root.Religion.GetHighGodName]"
					adjective = [Prev.GetAdjective]
					activate_title = { title = THIS status = yes }
					make_primary_title = yes
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							tier = KING
							has_flag = force_warorder_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_custom_warorder
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_custom_warorder } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

	found_pirate_republic = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = pirate_republic_government
				government = techno_republic_government
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				AND = {
					ai = no #precaution
					is_republic = yes				
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			controls_religion = no
			tier = DUKE
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_republic = yes
			}
			capital_scope = {
				port = yes
			}
			OR = {
				capital_holding = { holding_type = city }
				capital_holding = { holding_type = castle }
				AND = {
					capital_holding = {
						AND = {
							holding_type = tribal
							has_building = tb_hillfort_2
							has_building = tb_market_town_4
						}
					}
					capital_scope = { culture = ROOT }
				}
			}
			prestige = 800
			piety = 100
			wealth = 200
		}
		effect = {
			if = { limit = { is_patrician = no } create_family_palace = yes }
			primary_title = {
				create_title = {
					tier = DUKE
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_preferred_capital = PREV
					set_random_coa_effect = yes
					religion = ROOT
					set_flag = force_pirate_republic_government
					set_name = "Fleet of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					gender_succ = true_cognatic
					add_law = {
						law = succ_patrician_elective
						cooldown = no
						opinion_effect = no
					}
					make_primary_title = yes
				}
			}
			any_demesne_title = { gender_succ = true_cognatic }
			set_government_type = pirate_republic_government
			piety = -100
			wealth = -200
		}
		ai_will_do = {
			factor = 0.01
			modifier = {
				factor = 5
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = {
				factor = 0.01
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = lustful
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = strong
				}
			}
			modifier = { 
				factor = 2.5
				ROOT = {
					character = yes 
					trait = hedonist
				}
			}
			modifier = {
				factor = 3
				ROOT = {
					character = yes 
					trait = administrator
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = gardener
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes
					trait = duelist
				}
			}
			modifier = { 	
				factor = 3
				ROOT = {
					character = yes
					trait = strategist
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes
					trait = hunter
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes 
					trait = midas_touched
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes 
					trait = brilliant_strategist
				}
			}
		}
	}

	form_pirate_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			government = pirate_republic_government
			NOT = { has_landed_title = d_med_pirates }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1600
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				create_title = {
					tier = KING
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_pirate_republic_government
					set_name = "High Fleet of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
					gender_succ = true_cognatic
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = KING }
							has_flag = force_pirate_republic_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.5
		}
	}

	form_pirate_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			government = pirate_republic_government
			NOT = { has_landed_title = k_med_pirates }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 6000
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				create_title = {
					tier = EMPEROR
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_pirate_republic_government
					set_name = "Grand Fleet of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
					gender_succ = true_cognatic
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = EMPEROR }
							has_flag = force_pirate_republic_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = ROOT
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = ROOT } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

	found_techno_republic = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			always = no
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = pirate_republic_government
				government = techno_republic_government
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				AND = {
					ai = no #precaution
					is_republic = yes				
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			controls_religion = no
			tier = DUKE
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_republic = yes
			}
			OR = {
				capital_holding = { holding_type = city }
				AND = {
					capital_holding = {
						OR = {
							holding_type = temple
							AND = {
								holding_type = tribal
								has_building = tb_hillfort_4
								has_building = tb_market_town_4
							}
						}
					}
					capital_scope = { culture = ROOT }
				}
			}
			TECH_SIEGE_EQUIPMENT >= 2
			TECH_RECRUITMENT >= 3
			TECH_CITY_CONSTRUCTION >= 2
			TECH_FORTIFICATIONS_CONSTRUCTION >= 2
			TECH_CONSTRUCTION >= 3
			TECH_TRADE_PRACTICES >= 2
			TECH_POPULAR_CUSTOMS >= 2
			TECH_MAJESTY >= 2
			TECH_CULTURE_FLEX >= 2
			TECH_LEGALISM >= 3
			OR = {
				AND = {
					learning >= 20
					stewardship >= 16
				}
				AND = {
					learning >= 12
					stewardship >= 8
					OR = {
						trait = mastermind_theologian
						trait = grey_eminence
						trait = mystic
						trait = scholar
						trait = erudite
						society_member_of = hermetics
					}
				}
			}
			prestige = 1000
			piety = 100
			wealth = 200
		}
		effect = {
			if = { limit = { is_patrician = no } create_family_palace = yes }
			primary_title = {
				create_title = {
					tier = DUKE
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_preferred_capital = PREV
					set_random_coa_effect = yes
					religion = ROOT
					set_flag = force_techno_republic_government
					set_name = "Academy of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					gender_succ = true_cognatic
					add_law = {
						law = succ_patrician_elective
						cooldown = no
						opinion_effect = no
					}
					make_primary_title = yes
				}
			}
			any_demesne_title = { gender_succ = true_cognatic }
			set_government_type = techno_republic_government
			piety = -100
			wealth = -200
		}
		ai_will_do = {
			factor = 0.01
			modifier = {
				factor = 5
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = {
				factor = 0.01
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes
					trait = administrator
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes
					trait = gardener
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes
					trait = architect
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes
					trait = erudite
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes
					trait = poet
				}
			}
			modifier = { 
				factor = 1.5
				ROOT = {
					character = yes
					trait = falconer
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes
					trait = mystic
				}
			}
			modifier = { 
				factor = 3
				ROOT = {
					character = yes
					trait = scholar
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes
					trait = midas_touched
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes
					trait = grey_eminence
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes
					trait = mastermind_theologian
				}
			}
		}
	}

	form_techno_republic_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			government = techno_republic_government
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1800
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				create_title = {
					tier = KING
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_techno_republic_government
					set_name = "High Academy of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
					gender_succ = true_cognatic
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = KING }
							has_flag = force_techno_republic_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.5
		}
	}

	form_techno_republic_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			government = techno_republic_government
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 6500
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				create_title = {
					tier = EMPEROR
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_techno_republic_government
					set_name = "Serene Academy of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
					gender_succ = true_cognatic
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = EMPEROR }
							has_flag = force_techno_republic_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = ROOT
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = ROOT } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

	found_techno_feudal = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 60
		potential = {
			always = no
			independent = yes
			is_playable = yes
			lower_tier_than = KING
			holy_order = no
			NOR = {
				any_demesne_title = { is_landless_type_title = yes }
				government = missionary_government
				government = missionary_guard_government
				government = techno_feudal_government
			}
			OR = {
				is_tribal = yes
				is_feudal = yes
				is_theocracy = yes
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			controls_religion = no
			tier = DUKE
			custom_tooltip = {
				text = TT_NOT_UNREFORMED_PAGAN
				hidden_tooltip = {
					OR = {
						NOT = { religion_group = pagan_group }
						is_reformed_religion = yes
					}
				}
			}
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			OR = {
				capital_holding = { holding_type = castle }
				AND = {
					capital_holding = {
						OR = {
							holding_type = city
							AND = {
								holding_type = tribal
								has_building = tb_hillfort_4
								has_building = tb_market_town_4
							}
						}
					}
					capital_scope = { culture = ROOT }
				}
			}
			TECH_SKIRMISH >= 2
			TECH_SIEGE_EQUIPMENT >= 2
			TECH_RECRUITMENT >= 3
			TECH_CASTLE_CONSTRUCTION >= 2
			TECH_FORTIFICATIONS_CONSTRUCTION >= 2
			TECH_CONSTRUCTION >= 3
			TECH_NOBLE_CUSTOMS >= 2
			TECH_MAJESTY >= 2
			TECH_CULTURE_FLEX >= 2
			TECH_LEGALISM >= 3
			OR = {
				AND = {
					learning >= 20
					stewardship >= 16
				}
				AND = {
					learning >= 12
					stewardship >= 8
					OR = {
						trait = mastermind_theologian
						trait = grey_eminence
						trait = mystic
						trait = scholar
						trait = erudite
						society_member_of = hermetics
					}
				}
			}
			prestige = 1000
			piety = 100
			wealth = 200
		}
		effect = {
			primary_title = {
				create_title = {
					tier = DUKE
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_preferred_capital = PREV
					set_random_coa_effect = yes
					religion = ROOT
					set_flag = force_techno_feudal_government
					set_name = "Academy of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					gender_succ = true_cognatic
					make_primary_title = yes
				}
			}
			any_demesne_title = { gender_succ = true_cognatic }
			set_government_type = techno_feudal_government
			piety = -100
			wealth = -200
		}
		ai_will_do = {
			factor = 0.01
			modifier = {
				factor = 5
				ROOT = {
					character = yes 
					trait = cynical 
				}
			}
			modifier = {
				factor = 0.01
				ROOT = {
					character = yes 
					trait = zealous 
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes
					trait = administrator
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes
					trait = gardener
				}
			}
			modifier = {
				factor = 1.5
				ROOT = {
					character = yes
					trait = architect
				}
			}
			modifier = {
				factor = 2
				ROOT = {
					character = yes
					trait = erudite
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes
					trait = poet
				}
			}
			modifier = { 
				factor = 1.5
				ROOT = {
					character = yes
					trait = falconer
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes
					trait = mystic
				}
			}
			modifier = { 
				factor = 3
				ROOT = {
					character = yes
					trait = scholar
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes
					trait = midas_touched
				}
			}
			modifier = { 	
				factor = 2
				ROOT = {
					character = yes
					trait = grey_eminence
				}
			}
			modifier = { 	
				factor = 1.5
				ROOT = {
					character = yes
					trait = mastermind_theologian
				}
			}
		}
	}

	form_techno_feudal_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			government = techno_feudal_government
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}	
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 1800
			wealth = 300
			realm_size = 30
		}
		effect = {
			primary_title = {
				create_title = {
					tier = KING
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_techno_feudal_government
					set_name = "High Academy of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
					gender_succ = true_cognatic
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = KING }
							has_flag = force_techno_feudal_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			wealth = -300
			custom_tooltip = { text = form_new_kingdom_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.5
		}
	}

	form_techno_feudal_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			government = techno_feudal_government
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			prestige = 6500
			wealth = 1000
			realm_size = 150
		}
		effect = {
			primary_title = {
				create_title = {
					tier = EMPEROR
					landless = yes
					temporary = no
					custom_created = yes
					culture = ROOT
					holder = ROOT
					copy_title_laws = yes
				}
				new_title = {
					copy_title_history = PREV
					set_coa = PREV
					set_preferred_capital = PREV
					religion = ROOT
					set_flag = force_techno_feudal_government
					set_name = "Serene Academy of [Root.Capital.GetName]"
					adjective = [Prev.GetAdjective]
					make_primary_title = yes
					gender_succ = true_cognatic
				}
			}
			custom_tooltip = {
				text = current_special_title_destroyed
				hidden_tooltip = {
					any_demesne_title = { # Stuff to allow the special title to be a non-primary one
						limit = {
							NOT = { tier = EMPEROR }
							has_flag = force_techno_feudal_government
						}
						unsafe_destroy_landed_title = THIS
						activate_title = {
							title = THIS
							status = no
						}
					}
				}
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = ROOT
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = ROOT } }
				}
			}
			wealth = -1000
			custom_tooltip = { text = form_new_empire_tooltip }
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		ai_will_do = {
			factor = 0.9
		}
	}

}