decisions = {

	# Specific Title Formation Decisions

	form_sisters_mazdan = {
		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
			}
			religion = mazdaki
			d_mazdan_sisters = { has_holder = no }
			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
			is_female = yes
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			b_takhtisangin = {
				is_capital = yes
				holding_type = temple
			}
			completely_controls = c_balkh
			prestige = 400
			piety = 200
			wealth = 100
		}
		effect = {
			primary_title = {
				d_mazdan_sisters = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					activate_title = { title = THIS	status = yes }
					set_flag = force_sis_government
					add_law = {
						law = succ_sisterhood_elective
						cooldown = no
						opinion_effect = no
					}
					gender_succ = enatic
					make_primary_title = yes
				}
			}
			set_government_type = sisterhood_government
			wealth = -100
		}
		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 
					trait = lustful
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = strong
				}
			}
			modifier = { 
				factor = 3
				ROOT = {
					character = yes 
					trait = hedonist
				}
			}
			modifier = { 
				factor = 1.5
				ROOT = {
					character = yes 
					trait = gardener
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = poet
				}
			}
			modifier = { 
				factor = 1.5
				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_sisters_mazdan_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 = sisterhood_government
			religion = mazdaki
			primary_title = { title = d_mazdan_sisters }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			completely_controls = d_balkh
			calc_true_if = {
				custom_tooltip = { text = at_least_2_true }
				amount >= 2
				completely_controls = d_kabul
				completely_controls = d_khuttal
				completely_controls = d_herat
				completely_controls = d_zabulistan
				completely_controls = d_merv
				realm_size = 30
			}
			prestige = 1000
			piety = 500
			wealth = 300
		}
		effect = {
			k_mazdan_sisters = {
				gain_title = ROOT
				copy_title_laws = d_mazdan_sisters
				activate_title = { title = THIS	status = yes }
				set_flag = force_sis_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = d_mazdan_sisters
			activate_title = { title = d_mazdan_sisters 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 = 0.6
			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_sisters_mazdan_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 = sisterhood_government
			religion = mazdaki
			primary_title = { title = k_mazdan_sisters }
			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 = {
			e_mazdan_sisters = {
				gain_title = ROOT
				copy_title_laws = k_mazdan_sisters
				activate_title = { title = THIS	status = yes }
				set_flag = force_sis_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = k_mazdan_sisters
			activate_title = { title = k_mazdan_sisters status = no }
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_mazdan_sisters
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_mazdan_sisters } }
				}
			}
			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
		}
	}

	form_sisters_socotra = {
		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
			}
			religion = messalian
			d_socotran_nuns = { has_holder = no }
			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
			is_female = yes
			OR = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			b_qadub = {
				is_capital = yes
				holding_type = temple
			}
			completely_controls = c_socotra
			prestige = 400
			piety = 200
			wealth = 100
		}
		effect = {
			primary_title = {
				d_socotran_nuns = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					activate_title = { title = THIS	status = yes }
					set_flag = force_sis_government
					add_law = {
						law = succ_monastic_elective
						cooldown = no
						opinion_effect = no
					}
					gender_succ = enatic
					make_primary_title = yes
				}
			}
			set_government_type = nunorder_government
			wealth = -100
		}
		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 = 2
				ROOT = {
					character = yes 
					trait = strong
				}
			}
			modifier = { 
				factor = 3
				ROOT = {
					character = yes 
					trait = gardener
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = poet
				}
			}
			modifier = { 
				factor = 1.5
				ROOT = {
					character = yes 
					trait = falconer
				}
			}
			modifier = { 
				factor = 2
				ROOT = {
					character = yes 
					trait = holy_warrior
				}
			}
			modifier = { 
				factor = 3
				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_sisters_socotra_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 = nunorder_government
			religion = messalian
			primary_title = { title = d_socotran_nuns }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			completely_controls = d_socotra
			calc_true_if = {
				custom_tooltip = { text = at_least_2_true }
				amount >= 2
				completely_controls = d_hadramut
				completely_controls = d_taizz
				completely_controls = d_sanaa
				completely_controls = d_harer
				completely_controls = d_afar
				realm_size = 30
			}
			prestige = 1000
			piety = 500
			wealth = 300
		}
		effect = {
			k_socotran_nuns = {
				gain_title = ROOT
				copy_title_laws = d_socotran_nuns
				activate_title = { title = THIS	status = yes }
				set_flag = force_sis_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = d_socotran_nuns
			activate_title = { title = d_socotran_nuns 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 = 0.6
			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_sisters_socotra_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 = nunorder_government
			religion = messalian
			primary_title = { title = k_socotran_nuns }
			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 = {
			e_socotran_nuns = {
				gain_title = ROOT
				copy_title_laws = k_socotran_nuns
				activate_title = { title = THIS	status = yes }
				set_flag = force_sis_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = k_socotran_nuns
			activate_title = { title = k_socotran_nuns status = no }
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_socotran_nuns
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_socotran_nuns } }
				}
			}
			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
		}
	}

	form_knights_socotra = {
		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
			}
			religion = nestorian
			d_socotran_knights = { has_holder = no }
			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 = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
				is_theocracy = yes
			}
			b_qualnsiyah = {
				is_capital = yes
				holding_type = castle
			}
			completely_controls = c_socotra
			prestige = 400
			piety = 200
			wealth = 100
		}
		effect = {
			primary_title = {
				d_socotran_knights = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					activate_title = { title = THIS	status = yes }
					set_flag = force_order_government
					add_law = {
						law = succ_monastic_elective
						cooldown = no
						opinion_effect = no
					}
					make_primary_title = yes
				}
			}
			set_government_type = order_government
			wealth = -100
		}
		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_knights_socotra_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			government = order_government
			religion = nestorian
			primary_title = { title = d_socotran_knights }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			completely_controls = d_socotra
			calc_true_if = {
				custom_tooltip = { text = at_least_2_true }
				amount >= 2
				completely_controls = d_hadramut
				completely_controls = d_taizz
				completely_controls = d_sanaa
				completely_controls = d_harer
				completely_controls = d_afar
				realm_size = 30
			}
			prestige = 1000
			piety = 500
			wealth = 300
		}
		effect = {
			k_socotran_knights = {
				gain_title = ROOT
				copy_title_laws = d_socotran_knights
				activate_title = { title = THIS	status = yes }
				set_flag = force_order_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = d_socotran_knights
			activate_title = { title = d_socotran_knights 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_knights_socotra_empire {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			government = order_government
			religion = nestorian
			primary_title = { title = k_socotran_knights }
			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 = {
			e_socotran_knights = {
				gain_title = ROOT
				copy_title_laws = k_socotran_knights
				activate_title = { title = THIS	status = yes }
				set_flag = force_order_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = k_socotran_knights
			activate_title = { title = k_socotran_knights status = no }
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_socotran_knights
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_socotran_knights } }
				}
			}
			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
		}
	}

	form_benedictine_priory_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
			OR = {
				religion = catholic
				religion = cathar
				religion = fraticelli
				religion = waldensian
				religion = lollard
			}
			primary_title = { title = d_benedictine_priory }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			any_realm_title = {
				holding_type = temple
				region = world_africa_north
			}
			prestige = 1000
			piety = 500
			wealth = 300
			realm_size = 30
		}
		effect = {
			k_benedictine_priory = {
				gain_title = ROOT
				activate_title = { title = THIS status = yes }
				copy_title_laws = d_benedictine_priory
				set_flag = force_missionary_government
				religion = ROOT
				make_primary_title = yes
			}
			c_benedictine_guard = { de_jure_liege = k_benedictine_priory }
			unsafe_destroy_landed_title = d_benedictine_priory
			activate_title = { title = d_benedictine_priory 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_benedictine_priory_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
			OR = {
				religion = catholic
				religion = cathar
				religion = fraticelli
				religion = waldensian
				religion = lollard
			}
			primary_title = { title = k_benedictine_priory }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			any_realm_title = {
				holding_type = temple
				region = world_africa_north
			}
			prestige = 5000
			piety = 2000
			wealth = 1000
			realm_size = 150
		}
		effect = {
			e_benedictine_priory = {
				gain_title = ROOT
				activate_title = { title = THIS status = yes }
				copy_title_laws = k_benedictine_priory
				set_flag = force_missionary_government
				religion = ROOT
				make_primary_title = yes
			}
			c_benedictine_guard = { de_jure_liege = e_benedictine_priory }
			activate_title = { title = k_benedictine_priory status = no }
			unsafe_destroy_landed_title = k_benedictine_priory
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_benedictine_priory
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_benedictine_priory } }
				}
			}
			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
		}
	}

	form_med_pirates_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			government = pirate_republic_government
			primary_title = { title = d_med_pirates }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			capital_holding = {
				holding_type = city
			}
			completely_controls = c_chios
			prestige = 1500
			wealth = 300
			realm_size = 30
		}
		effect = {
			k_med_pirates = {
				gain_title = ROOT
				activate_title = { title = THIS status = yes }
				copy_title_laws = d_med_pirates
				set_flag = force_pirate_republic_government
				make_primary_title = yes
			}
			c_chios = {
				de_jure_liege = d_med_pirates
			}
			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_med_pirates_empire = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			government = pirate_republic_government
			primary_title = { title = k_med_pirates }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			capital_holding = {
				holding_type = city
			}
			completely_controls = d_med_pirates
			prestige = 5500
			wealth = 1000
			realm_size = 120
		}
		effect = {
			e_med_pirates = {
				gain_title = ROOT
				activate_title = { title = THIS status = yes }
				copy_title_laws = k_med_pirates
				set_flag = force_pirate_republic_government
				make_primary_title = yes
			}
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_med_pirates
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_med_pirates } }
				}
			}
			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 }
	}

	form_zoro_warriors = {
		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
			}
			religion = zoroastrian
			d_zoro_warriors = { has_holder = no }
			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 = {
				primary_title = { has_law = tribal_organization_4 }
				is_feudal = yes
			}
			OR = {
				b_duhok = {
					is_capital = yes
					holding_type = castle
				}
				b_dawodiya = {
					is_capital = yes
					holding_type = castle
				}
			}
			completely_controls = c_kurdistan
			prestige = 400
			piety = 200
			wealth = 100
		}
		effect = {
			primary_title = {
				d_zoro_warriors = {
					gain_title = {
						target = ROOT
						type = created
					}
					copy_title_laws = PREV
					activate_title = { title = THIS	status = yes }
					set_flag = force_warorder_government
					add_law = {
						law = succ_martial_elective
						cooldown = no
						opinion_effect = no
					}
					make_primary_title = yes
				}
			}
			set_government_type = warorder_government
			wealth = -100
		}
		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_zoro_warriors_kingdom = {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = DUKE
			government = warorder_government
			religion = zoroastrian
			primary_title = { title = d_zoro_warriors }
			NOT = {
				has_game_rule = {
					name = dynamic_realms
					value = off
				}
			}
		}
		allow = {
			is_adult = yes
			war = no
			prisoner = no
			is_incapable = no
			completely_controls = d_kurdistan
			realm_size = 30
			prestige = 1000
			piety = 500
			wealth = 300
		}
		effect = {
			k_zoro_warriors = {
				gain_title = ROOT
				copy_title_laws = d_zoro_warriors
				activate_title = { title = THIS	status = yes }
				set_flag = force_warorder_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = d_zoro_warriors
			activate_title = { title = d_zoro_warriors 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_zoro_warriors_empire {
		only_independent = yes
		is_high_prio = yes
		ai_check_interval = 12
		potential = {
			independent = yes
			is_playable = yes
			tier = KING
			government = warorder_government
			religion = zoroastrian
			primary_title = { title = k_zoro_warriors }
			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 = {
			e_zoro_warriors = {
				gain_title = ROOT
				copy_title_laws = k_zoro_warriors
				activate_title = { title = THIS	status = yes }
				set_flag = force_warorder_government
				make_primary_title = yes
			}
			unsafe_destroy_landed_title = k_zoro_warriors
			activate_title = { title = k_zoro_warriors status = no }
			hidden_tooltip = {
				any_title_under = {
					limit = {
						tier = KING
						NOT = { empire = { has_holder = yes } }
					}
					de_jure_liege = e_zoro_warriors
				}
				any_title_under = {
					limit = {
						tier = DUKE
						location = {
							kingdom = {
								NOT = { empire = { has_holder = yes } }
								ROOT = { completely_controls = PREV }
							}
						}
					}
					location = { kingdom = { de_jure_liege = e_zoro_warriors } }
				}
			}
			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
		}
	}

}