
targetted_decisions = {

	vassal_generic_sacrifice_decision = {
		only_playable = yes
		ai_check_interval = 8 #check only once every 8 months.
	    diplomacy_icon = GFX_sacrifice_decision
	
		ai_target_filter = home_court
	
		from_potential = {
			show_only_failed_conditions = yes
			is_playable = yes
			has_religion_feature = religion_ritual_sacrifice
			NOR = { #Already have their special decision.
				religion = aztec
				religion = aztec_reformed
			}
		}
	
		potential = {
			prisoner = yes
			host = { character = FROM }
		}
		
		allow = {
			ROOT = { 
				NOT = { religion = FROM } #Only on infidels.
				NOT = { diplomatic_immunity = yes }
				prisoner = yes 
			}
		}
		
		effect = {
			any_liege = {
				limit = { 
					ai = no
					NOT = { character = FROM }
					NOT = { religion = FROM }
				}
				character_event = { id = HF.23001 }
			}
			hidden_tooltip = {
				FROM = {
					character_event = { id = HF.23002 }
				}
				if = {
					limit = {
						controls_religion = yes
						NOR = {
							religion = aztec
							religion = aztec_reformed
						}
						FROM = { ai = no }
					}
					FROM = { set_character_flag = achievement_holy_smoke }
				}
			}
			death = {
				death_reason = death_execution_aztec_sacrifice
				killer = FROM
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				FROM = { trait = cynical }
			}
			modifier = {
				factor = 1.5
				FROM = { trait = zealous }
			}
			modifier = {
				factor = 1.5
				FROM = { trait = bloodthirsty_gods_1 }
			}
			modifier = {
				factor = 1.75
				FROM = { trait = bloodthirsty_gods_2 }
			}
			modifier = {
				factor = 2
				FROM = { trait = bloodthirsty_gods_3 }
			}
		}
	}
	stable_attribute_improvement_decision = {
		only_playable = yes
		ai_check_interval = 50 #check only once every 50 months.
	    diplomacy_icon = GFX_stable_prestige_icon_decision
	
		filter = court
		ai_target_filter = court
	
		from_potential = {
			is_playable = yes
			is_incapable = no
			prisoner = no
			is_adult = yes
			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
			}
			has_dlc = "Holy Fury"
		}
	
		potential = {
			prisoner = no
			is_incapable = no
			is_adult = yes
			OR = {
				character = FROM
				liege = { character = FROM } 
			}
		}
		
		allow = {
			FROM = {
				custom_tooltip = {
					text = tooltip_stable_attribute_improvement_cooldown
					NOT = { has_character_modifier = stable_attribute_improvement_cooldown }
				}
				piety = 150
			}
			ROOT = { 
				custom_tooltip = { 
					text = tooltip_attribute_improvement_target_cooldown 
					NOT = { has_character_modifier = stable_attribute_improvement_target_cooldown }
				} 
			}
			ROOT = { 
				religion = FROM
				NOT = { diplomatic_immunity = yes }
				OR = { 
					AND = { 
						is_female = yes 
						NOT = { has_religion_feature = religion_patriarchal } 
					}
					AND = { 
						is_female = no
						NOR = { 		# MOD
							has_religion_feature = religion_matriarchal 
							AND = {
								has_game_rule = {
									name = flavor_events
									value = enatic
								}
								religion = norse_pagan
							}
						} 
					}
				}
				custom_tooltip = { 
					text = tooltip_attribute_requirements_to_improve #Either self-improving, or MUST have +1 point in one of the possible attributes compared to the target.
					OR = { 
						FROM = { combat_rating_diff = { who = ROOT value = 1 } }
						FROM = { attribute_diff = { attribute = diplomacy character = ROOT value = 1 } }
						FROM = { attribute_diff = { attribute = martial character = ROOT value = 1 } }
						FROM = { attribute_diff = { attribute = stewardship character = ROOT value = 1 } }
						FROM = { attribute_diff = { attribute = intrigue character = ROOT value = 1 } }
						FROM = { attribute_diff = { attribute = learning character = ROOT value = 1 } }
					} 
				}
			}
		}
		
		effect = {
			FROM = { 
				piety = -150
				if = { 
					limit = { character = ROOT }
					prestige = -500
				}
			}
			custom_tooltip = { 
				text = tooltip_stable_attribute_improvement_effect
			}
			hidden_tooltip = {
				FROM = {
					add_character_modifier = {
						name = stable_attribute_improvement_cooldown
						duration = 1825
						hidden = yes
					}
					character_event = { id = HF.23760 }  
					if = { #Chance for Family Bloodline when using action on councilmembers.
						limit = { 
							higher_tier_than = COUNT 
							ROOT = {
								is_close_relative = FROM
								NOT = { character = FROM }
							}
							NOT = { check_variable = { which = stable_family_variable value = 8 } } #5 x 8 = 40 years to achieve.
						}
						change_variable = { which = stable_family_variable value = 1 }
					}
					else_if = { 
						limit = { 
							higher_tier_than = COUNT 
							check_variable = { which = stable_family_variable value = 8 }
							NOT = { 
								any_owned_bloodline = { 
									has_bloodline_flag = created_bloodline
								}
							}
						}
						narrative_event = { id = HF.23770 days = 15 random = 15 }
					}
					else_if = { #Chance for benevolent Bloodline when using action on councilmembers.
						limit = { 
							higher_tier_than = COUNT 
							ROOT = {
								NOT = { character = FROM }
								OR = { 
									has_job_title = job_chancellor
									has_job_title = job_marshal
									has_job_title = job_treasurer
									has_job_title = job_spymaster
									has_job_title = job_spiritual
								}
							}
							NOT = { check_variable = { which = stable_benevolent_variable value = 8 } } #5 x 8 = 40 years to achieve.
						}
						change_variable = { which = stable_benevolent_variable value = 1 }
					}
					else_if = { 
						limit = { 
							higher_tier_than = COUNT 
							check_variable = { which = stable_benevolent_variable value = 8 }
							NOT = { 
								any_owned_bloodline = { 
									has_bloodline_flag = created_bloodline
								}
							}
						}
						narrative_event = { id = HF.23771 days = 15 random = 15 }
					}
				}
				hidden_tooltip = {
					ROOT = {
						add_character_modifier = { 		#Other AI shouldn't target a recent target.
							name = stable_attribute_improvement_target_cooldown
							duration = 1825
							hidden = yes
						}
						character_event = { id = HF.23772 days = 75 } #Delayed safety flag cleanup.
					}
				}
			}

		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				FROM = { trait = slothful }
			}
			modifier = {
				factor = 2
				FROM = { trait = diligent }
			}
			modifier = {
				factor = 2
				FROM = { trait = ambitious }
				ROOT = { character = ROOT }
			}
			modifier = {
				factor = 2
				FROM = { 
					OR = { 
						trait = kind 
						trait = charitable
						trait = content
					}
				}
				ROOT = { 
					OR = { 
						has_job_title = job_chancellor
						has_job_title = job_marshal
						has_job_title = job_treasurer
						has_job_title = job_spymaster
						has_job_title = job_spiritual
					}
				}
			}
			modifier = {
				factor = 2
				FROM = { 
					OR = { 
						trait = kind 
						trait = charitable
						trait = content
						has_focus = focus_family
					}
				}
				ROOT = { 
					is_close_relative = FROM
				}
			}
			modifier = {
				factor = 2
				FROM = { 
					OR = { 
						trait = ambitious
						trait = envious
						trait = wroth
						has_focus = focus_family
					}
				}
				ROOT = { 
					is_married = FROM
				}
			}
			modifier = {
				factor = 0
				is_rival = FROM
			}
			modifier = {
				factor = 2
				is_friend = FROM
			}
			modifier = {
				factor = 2
				is_lover = FROM
			}
			modifier = {
				factor = 2
				is_primary_heir = FROM
			}
			modifier = {
				factor = 0.5
				trait = stressed
			}
			modifier = {
				factor = 0.5
				trait = depressed
			}
		}
	}
	stable_attribute_improvement_self_decision = {
		only_playable = yes
		ai_check_interval = 50 #check only once every 50 months.
	    diplomacy_icon = GFX_stable_prestige_icon_decision
	
		filter = self
		ai_target_filter = self
	
		potential = {
			is_playable = yes
			is_incapable = no
			prisoner = no
			is_adult = yes
			OR = {
				has_religion_feature = religion_stable
				has_religion_feature = religion_feature_slavic
				has_religion_feature = religion_feature_finnish
			}
			has_dlc = "Holy Fury"
		}
		
		allow = {
			FROM = {
				custom_tooltip = {
					text = tooltip_stable_attribute_improvement_cooldown
					NOT = { has_character_modifier = stable_attribute_improvement_cooldown }
				}
				piety = 150
			}
			ROOT = { 
				custom_tooltip = { 
					text = tooltip_attribute_improvement_target_cooldown 
					NOT = { has_character_modifier = stable_attribute_improvement_target_cooldown }
				} 
			}
			ROOT = { 
				religion = FROM
				NOT = { diplomatic_immunity = yes }
				OR = { 
					AND = { 
						is_female = yes 
						NOT = { has_religion_feature = religion_patriarchal } 
					}
					AND = { 
						is_female = no
						NOR = { 		# MOD
							has_religion_feature = religion_matriarchal 
							AND = {
								has_game_rule = {
									name = flavor_events
									value = enatic
								}
								religion = norse_pagan
							}
						} 
					}
				}
			}
		}
		
		effect = {
			ROOT = { 
				piety = -150
				if = { 
					limit = { character = ROOT }
					prestige = -500
				}
			}
			custom_tooltip = { 
				text = tooltip_stable_attribute_improvement_effect
			}
			hidden_tooltip = {
				ROOT = {
					add_character_modifier = {
						name = stable_attribute_improvement_cooldown
						duration = 1825
						hidden = yes
					}
					character_event = { id = HF.23760 }
				}
				hidden_tooltip = {
					ROOT = {
						add_character_modifier = { 		#Other AI shouldn't target a recent target.
							name = stable_attribute_improvement_target_cooldown
							duration = 1825
							hidden = yes
						}
					}
				}
			}

		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				FROM = { trait = slothful }
			}
			modifier = {
				factor = 2
				FROM = { trait = diligent }
			}
			modifier = {
				factor = 2
				FROM = { trait = ambitious }
				ROOT = { character = ROOT }
			}
			modifier = {
				factor = 0.5
				trait = stressed
			}
			modifier = {
				factor = 0.5
				trait = depressed
			}
		}
	}
}


decisions = {
	syncretic_sympathy_decision = {
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 20 #check only once every 20 months.
		potential = {
			is_adult = yes
			NOR = {
				trait = incapable
				trait = sympathy_christendom
				trait = sympathy_islam
				trait = sympathy_pagans
				trait = sympathy_zoroastrianism
				trait = sympathy_judaism
				trait = sympathy_indian
				has_character_flag = flag_picking_sympathy
			}
			OR = { 
				has_religion_feature = religion_syncretic
				has_religion_feature = religion_feature_hellenic 
			}
		}
		
		allow = {
			prisoner = no
			OR = { 
				has_religion_feature = religion_syncretic
				has_religion_feature = religion_feature_hellenic 
			}
		}
		
		effect = {
			hidden_tooltip = {
				if = {
					limit = {
						ai = no
					}
					set_character_flag = flag_picking_sympathy
					character_event = { id = HF.23003 }
				}
				else = {
					random_list = {
						100 = {
							add_trait = sympathy_christendom
							
							modifier = {
								factor = 0
								religion_group = christian
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = christian
									}
									any_vassal = {
										religion_group = christian
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = christian }
									}
									any_vassal = {
										NOT = { religion_group = christian }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_christendom
											religion = ROOT
										}
										religion_group = christian
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_christendom
												religion = ROOT
											}
											religion_group = christian
										}
									}
									spouse = {
										religion_group = christian
									}
									any_courtier_or_vassal = {
										religion_group = christian
									}
									any_neighbor_independent_ruler = {
										religion_group = christian
									}
									any_demesne_province = {
										religion_group = christian
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_islam
							
							modifier = {
								factor = 0
								religion_group = muslim
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = muslim
									}
									any_vassal = {
										religion_group = muslim
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = muslim }
									}
									any_vassal = {
										NOT = { religion_group = muslim }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_islam
											religion = ROOT
										}
										religion_group = muslim
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_islam
												religion = ROOT
											}
											religion_group = muslim
										}
									}
									spouse = {
										religion_group = muslim
									}
									any_courtier_or_vassal = {
										religion_group = muslim
									}
									any_neighbor_independent_ruler = {
										religion_group = muslim
									}
									any_demesne_province = {
										religion_group = muslim
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_pagans
							
							modifier = {
								factor = 0
								religion_group = pagan_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = pagan_group
									}
									any_vassal = {
										religion_group = pagan_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = pagan_group }
									}
									any_vassal = {
										NOT = { religion_group = pagan_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_pagans
											religion = ROOT
										}
										religion_group = pagan_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_pagans
												religion = ROOT
											}
											religion_group = pagan_group
										}
									}
									spouse = {
										religion_group = pagan_group
									}
									any_courtier_or_vassal = {
										religion_group = pagan_group
									}
									any_neighbor_independent_ruler = {
										religion_group = pagan_group
									}
									any_demesne_province = {
										religion_group = pagan_group
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_zoroastrianism
							
							modifier = {
								factor = 0
								religion_group = zoroastrian_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = zoroastrian_group
									}
									any_vassal = {
										religion_group = zoroastrian_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = zoroastrian_group }
									}
									any_vassal = {
										NOT = { religion_group = zoroastrian_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_zoroastrianism
											religion = ROOT
										}
										religion_group = zoroastrian_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_zoroastrianism
												religion = ROOT
											}
											religion_group = zoroastrian_group
										}
									}
									spouse = {
										religion_group = zoroastrian_group
									}
									any_courtier_or_vassal = {
										religion_group = zoroastrian_group
									}
									any_neighbor_independent_ruler = {
										religion_group = zoroastrian_group
									}
									any_demesne_province = {
										religion_group = zoroastrian_group
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_judaism
							
							modifier = {
								factor = 0
								religion_group = jewish_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = jewish_group
									}
									any_vassal = {
										religion_group = jewish_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = jewish_group }
									}
									any_vassal = {
										NOT = { religion_group = jewish_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_judaism
											religion = ROOT
										}
										religion_group = jewish_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_judaism
												religion = ROOT
											}
											religion_group = jewish_group
										}
									}
									spouse = {
										religion_group = jewish_group
									}
									any_courtier_or_vassal = {
										religion_group = jewish_group
									}
									any_neighbor_independent_ruler = {
										religion_group = jewish_group
									}
									any_demesne_province = {
										religion_group = jewish_group
									}
								}
							}
						}
						100 = {
							add_trait = sympathy_indian
							
							modifier = {
								factor = 0
								religion_group = indian_group
							}
							modifier = { # Prioritize getting a sympathy trait that is useful
								factor = 100
								OR = {
									any_demesne_province = {
										religion_group = indian_group
									}
									any_vassal = {
										religion_group = indian_group
									}
								}
							}
							modifier = { # Otherwise try to emulate your liege
								factor = 5
								NOR = {
									any_demesne_province = {
										NOT = { religion_group = indian_group }
									}
									any_vassal = {
										NOT = { religion_group = indian_group }
									}
								}
								any_liege = {
									OR = {
										AND = {
											trait = sympathy_indian
											religion = ROOT
										}
										religion_group = indian_group
									}
								}	
							}
							modifier = {
								factor = 0
								NOR = {
									any_liege = {
										OR = {
											AND = {
												trait = sympathy_indian
												religion = ROOT
											}
											religion_group = indian_group
										}
									}
									spouse = {
										religion_group = indian_group
									}
									any_courtier_or_vassal = {
										religion_group = indian_group
									}
									any_neighbor_independent_ruler = {
										religion_group = indian_group
									}
									any_demesne_province = {
										religion_group = indian_group
									}
								}
							}
						}
					}
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = { # These are the most important reasons to gain a sympathy trait, if the AI has neither they are less likely to gain a trait
				factor = 0.25
				NOR = {
					any_demesne_province = {
						NOT = { religion_group = ROOT }
					}
					any_vassal = {
						NOT = { religion_group = ROOT }
					}
					any_liege = {
						religion = ROOT
						has_any_sympathy_trait_trigger = yes
					}
				}
			}

			modifier = { # Zealous characters do not want to understand
				factor = 0
				trait = zealous
			}
			
			modifier = { # The AI needs a reason to do the decision at all
				factor = 0
				NOR = {
					any_liege = {
						OR = {
							AND = {
								has_any_sympathy_trait_trigger = yes
								religion = ROOT
							}
							NOT = { religion_group = ROOT }
						}
					}
					spouse = {
						NOT = { religion_group = ROOT }
					}
					any_courtier_or_vassal = {
						NOT = { religion_group = ROOT }
					}
					any_neighbor_independent_ruler = {
						NOT = { religion_group = ROOT }
					}
					any_demesne_province = {
						NOT = { religion_group = ROOT }
					}
				}
			}
		}
	}
	pagan_branch_decision = {
		is_high_prio = yes
		ai_check_interval = 70 #check only once every 70 months.
		potential = {
			is_adult = yes
			NOT = { trait = pagan_branch_1 }
			NOT = { trait = pagan_branch_2 }
			NOT = { trait = pagan_branch_3 }
			NOT = { trait = pagan_branch_4 }
			NOT = { has_character_flag = flag_picking_branch }
			has_religion_feature = religion_no_leader
			
		}
		
		allow = {
			prisoner = no
			NOT = { trait = incapable }
		}
		
		effect = {
			custom_tooltip = {
				text = tooltip_pick_pagan_branch
			}
			hidden_tooltip = {
				set_character_flag = flag_picking_branch
				character_event = { id = HF.23016 }
				add_character_modifier = { modifier = picked_pagan_branch_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1

			modifier = {
				factor = 1.5
				trait = zealous
			}
		}
	}
	change_pagan_branch_decision = {
		only_playable = yes
		ai = no

		potential = {
			is_adult = yes
			OR = { 
				trait = pagan_branch_1
				trait = pagan_branch_2
				trait = pagan_branch_3 
				trait = pagan_branch_4
			}
			NOT = { has_character_flag = flag_picking_branch }
			NOT = { has_character_flag = flag_changed_branch }
			has_religion_feature = religion_no_leader
			
		}
		
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			custom_tooltip = { text = pagan_branch_timer 
				hidden_tooltip = { NOT = { has_character_modifier = picked_pagan_branch_cooldown } } 
			}
		}
		
		effect = {
			custom_tooltip = {
				text = tooltip_change_pagan_branch
			}
			hidden_tooltip = {
				set_character_flag = flag_picking_branch
				set_character_flag = flag_changed_branch
				character_event = { id = HF.23017 }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	determine_zodiac_sign_decision = {
		#only_playable = yes
		is_high_prio = yes
		#ai_check_interval = 200 #check only once every 200 months.
		ai = no
		potential = {
			is_adult = yes
			NOR = { 
				trait = zodiac_aquarius
				trait = zodiac_aries
				trait = zodiac_cancer
				trait = zodiac_capricorn
				trait = zodiac_gemini
				trait = zodiac_leo
				trait = zodiac_libra
				trait = zodiac_pisces
				trait = zodiac_sagittarius
				trait = zodiac_scorpio
				trait = zodiac_taurus
				trait = zodiac_virgo
			}
			OR = {
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
				has_religion_feature = religion_astrology 
			}
			NOT = { has_character_flag = flag_child_forsaken_zodiac }
		}
		
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			learning = 6
		}
		
		effect = {
			custom_tooltip = {
				text = gain_zodiac_trait_effect_tt
			}
			hidden_tooltip = {
				add_western_zodiac_trait_effect = yes
				character_event = { id = HFP.23925 }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 1.5
				trait = zealous
			}
			modifier = {
				factor = 0.1
				trait = cynical
			}
		}
	}

	delve_into_classics_decision = {
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 400 #check only once every 400 months.
		potential = {
			has_game_rule = {
				name = hellenism_rule
				value = on
			}
			has_dlc = "Holy Fury"
			is_adult = yes
			religion_group = christian #Must be Christian.
			is_heretic = no #Must belong to a dominant denomination of the faith.
			OR = { #Must be of the interested cultures.
				culture = greek
				culture = italian
				culture = roman
			}
			OR = { #Must be eccentric or crazy.
				trait = lunatic 
				trait = possessed
				trait = scholar
				trait = mystic
				has_focus = focus_scholarship
			} 
			OR = { #Must control an hellenic Holy Site.
				completely_controls = c_thessalonike
				completely_controls = c_atheniai
				completely_controls = c_siracusa
				completely_controls = c_roma
				completely_controls = c_alexandria
			} 
			NOR = { #Must not have used this decision or be an hellen already.
				is_theocracy = yes
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
				secret_religion = hellenic_pagan
				secret_religion = hellenic_pagan_reformed
				has_character_modifier = caesars_insight
				has_character_modifier = ciceros_insight
				has_character_modifier = justinians_insight
				has_character_flag = flag_delving_into_classics
				has_global_flag = hellenic_reformation #No point in secrecy, there are other ways to convert.
			}
			capital_scope = { #Court must also be localized in Italy or Greece.
				OR = { 
					region = world_europe_south_italy
					region = world_europe_south_east 
				} 
			}
		}
		
		allow = {
			prisoner = no
			NOT = { trait = incapable }
			learning = 6
		}
		
		effect = {
			custom_tooltip = {
				text = tooltip_delve_into_classics
			}
			hidden_tooltip = {
				set_character_flag = flag_delving_into_classics
				character_event = { id = HF.23026 }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				trait = zealous
			}
		}
	}
	
	# Create Myrmidons - Hellenic Holy Order
	create_myrmidons = {
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 120 #check only once every 120 months.
		
		potential = {
			NOT = { is_title_active = d_myrmidons }
			#NOT = { has_landed_title = e_roman_empire } #To activate in the event of special case being defined for Roman Emperors. (!!!!)
			OR = {
				independent = yes
				tier = king
			}
			religion = hellenic_pagan_reformed
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		
		allow = {
			OR = {
				AND = {
					completely_controls = c_thessalonike
					completely_controls = c_atheniai
					completely_controls = c_siracusa
					completely_controls = c_roma
					completely_controls = c_alexandria
					piety = 1000
				}
				AND = {
					year = 1100
					piety = 200
				}
			}
		}
		
		effect = {
			custom_tooltip = { text = create_myrmidons_tooltip }
			hidden_tooltip = {
				activate_title = { title = d_myrmidons status = yes }
				create_character = {
					random_traits = no
					dynasty = random
					religion = ROOT
					culture = greek
					female = no
					age = 33
					trait = brilliant_strategist
					trait = zealous
					trait = humble
					trait = ambitious
					trait = strategist
					trait = holy_warrior
				}
				new_character = {
					wealth = 500
					d_myrmidons = {
						grant_title = PREV
					}
					set_government_type = feudal_government
					save_event_target_as = leader_of_myrmidons
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 16
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 18
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 18
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 20
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 25
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 26
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = no
						age = 28
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = yes
						age = 16
					}
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = greek
						female = yes
						age = 17
					}
				}
				any_player = {
					limit = {
						OR = {
							religion = hellenic_pagan_reformed
							capital_scope = { region = world_europe_west }
						}
					}
					narrative_event = { id = HF.23120 }
				}
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	# Create Bacchants - Hellenic Satanists
	create_bacchants = {
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 120 #check only once every 120 months.
		
		potential = {
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
			OR = {
				has_global_flag = hellenic_reformation
				has_global_flag = flag_started_roman_renaissance #Required cultural basis in order for them to take root.
			}
			has_dlc = "Mystics"
			has_bacchants_prerequisites = yes
			NOT = { 
				the_bacchants = {
					society_has_members = yes								
				}
			}
			NOT = { 
				has_global_flag = flag_restored_bacchants
			}
			NOT = {
				has_game_rule = {
					name = devil_worshipers
					value = none
				}
			}
		}
		
		allow = {
			is_in_society = no
			NOR = { 
				trait = incapable
				trait = zealous 
			}
			is_inaccessible_trigger = no
		}
		
		effect = {
			piety = -800
			custom_tooltip = { text = create_bacchants_tooltip }
			hidden_tooltip = {
				set_global_flag = flag_restored_bacchants
				join_society = the_bacchants
				set_society_grandmaster = yes # Set character as Grand Master
				add_society_currency_massive_effect = yes
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 16
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 18
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = yes
						age = 18
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 20
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 25
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 26
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = no
						age = 28
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = yes
						age = 16
					}
					new_character = { join_society = the_bacchants }
					create_character = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						female = yes
						age = 17
					}
					new_character = { join_society = the_bacchants }
				any_vassal = {
					limit = {
						ai = yes
						can_join_society = the_bacchants
						is_within_diplo_range = ROOT
					}
					random = { chance = 35 join_society = the_bacchants }
				}
				any_independent_ruler = {
					limit = {
						ai = yes
						can_join_society = the_bacchants
						is_within_diplo_range = ROOT
					}
					random = { chance = 35 join_society = the_bacchants }
				}
				any_player = {
					limit = {
						OR = {
							religion = hellenic_pagan_reformed
							religion = hellenic_pagan
							culture = roman
							is_within_diplo_range = ROOT
						}
					}
					narrative_event = { id = HF.23122 }
				}
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	# Create Stoics - Hellenic Monks
	create_stoics = {
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 120 #check only once every 120 months.
		
		potential = {
			NOT = {
				has_global_flag = flag_restored_stoic_intelligentia
			}
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
			OR = {
				has_global_flag = hellenic_reformation
				has_global_flag = flag_started_roman_renaissance #Required cultural basis in order for them to take root.
			}
			has_dlc = "Mystics"
			age = 16
			NOT = { has_religion_feature = religion_dogmatic }
			NOR = { #Not for savages.
				is_tribal = yes
				is_nomadic = yes
			}
			OR = { 
				religion = hellenic_pagan 
				religion = hellenic_pagan_reformed
				AND = { 
					culture = roman
					OR = { #Somewhat compatible when mixed with Roman culture.
						religion_group = christian 
						religion_group = jewish_group 
						religion = bon
						religion = bon_reformed
						religion = buddhist
					}
				}
			}
			NOT = { trait = excommunicated }
			NOT = { 
				monastic_order_stoics = {
					society_has_members = yes								
				}
			}
		}
		
		allow = {
			is_in_society = no
			NOR = { 
				trait = incapable
			}
			OR = { #Must have one of the Stoic virtues to restart the movement.
				trait = temperate
				trait = erudite
				trait = brave
				trait = just
			}
			higher_tier_than = COUNT
			learning = 15
			is_inaccessible_trigger = no
			scaled_wealth = 0.25
		}
		
		effect = {
			scaled_wealth = -0.25
			custom_tooltip = { text = create_stoics_tooltip }
			hidden_tooltip = {
				set_global_flag = flag_restored_stoic_intelligentia 
				join_society = monastic_order_stoics
				set_society_grandmaster = yes # Set character as Grand Master
				add_society_currency_massive_effect = yes
					create_random_priest = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						attributes = {
							learning = 10
						}
						female = no
						age = 16
					}
					new_character = { join_society = monastic_order_stoics }
					create_random_priest = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						attributes = {
							learning = 10
						}
						female = no
						age = 18
					}
					new_character = { join_society = monastic_order_stoics }
					create_random_priest = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						attributes = {
							learning = 10
						}
						female = no
						age = 20
					}
					new_character = { join_society = monastic_order_stoics }
					create_random_priest = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						attributes = {
							learning = 10
						}
						female = no
						age = 25
					}
					new_character = { join_society = monastic_order_stoics }
					create_random_priest = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						attributes = {
							learning = 10
						}
						female = no
						age = 26
					}
					new_character = { join_society = monastic_order_stoics }
					create_random_priest = {
						random_traits = yes
						dynasty = random
						religion = ROOT
						culture = ROOT
						attributes = {
							learning = 10
						}
						female = no
						age = 28
					}
					new_character = { join_society = monastic_order_stoics }
				any_vassal = {
					limit = {
						ai = yes
						can_join_society = monastic_order_stoics
					}
					join_society = monastic_order_stoics
				}
				any_independent_ruler = {
					limit = {
						ai = yes
						can_join_society = monastic_order_stoics
						is_within_diplo_range = ROOT
					}
					random = { chance = 35 join_society = monastic_order_stoics }
				}
				any_player = {
					limit = {
						OR = {
							religion = hellenic_pagan_reformed
							religion = hellenic_pagan
							culture = roman
							is_within_diplo_range = ROOT
						}
					}
					narrative_event = { id = HF.23123 }
				}
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	bloodthirsty_games_decision = {
		is_high_prio = yes
		ai_check_interval = 240 #check only once every 240 months.
		potential = {
			has_dlc = "Holy Fury"
			is_adult = yes
			is_inaccessible_trigger = no
			NOT = { trait = incapable }
			higher_real_tier_than = COUNT
			is_ruler = yes
			is_landed = yes
			independent = yes
			NOT = { has_any_opinion_modifier = opinion_blood_games_guest }
			NOT = { has_religion_feature = religion_peaceful }
			OR = { 
				religion = aztec
				religion = aztec_reformed
				has_religion_feature = religion_ritual_sacrifice
			}
		}
		
		allow = {
			prisoner = no
			OR = { 
				trait = bloodthirsty_gods_1
				trait = bloodthirsty_gods_2
				trait = bloodthirsty_gods_3
			}
			piety = 100
			custom_tooltip = { 
				text = tooltip_bloodthirsty_games_cooldown
				hidden_tooltip = {
					NOT = { has_character_modifier = bloodthirsty_games_cooldown }
				}
			}
		}
		
		effect = {
			piety = -100
			custom_tooltip = {
				text = tooltip_start_bloodthirsty_games
			}
			hidden_tooltip = {
				character_event = { id = HF.23440 }
				add_character_modifier = { modifier = bloodthirsty_games_cooldown years = 5 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1

			modifier = { #No valid free candidates.
				factor = 0
				NOR = { 
					any_realm_character = {
						host = { character = ROOT }
						prisoner = yes
						OR = { #Sex laws check
							AND = { 
								is_female = no
								male_can_hold_minor_title_trigger = yes
							}
							AND = { 
								is_female = yes
								female_can_hold_minor_title_trigger = yes
							}
						}
						count = 5
					}
					any_courtier = {
						is_ruler = no
						has_minor_title = title_commander
						count = 2
					}
				}
			}
			modifier = { #Not enough contender to make it interesting.
				factor = 0
				NOT = { num_of_vassals = 6 }
			}
			modifier = {
				factor = 0
				trait = cynical
			}
			modifier = {
				factor = 1.5
				trait = zealous
			}
			modifier = {
				factor = 1.25
				trait = bloodthirsty_gods_2
			}
			modifier = {
				factor = 1.5
				trait = bloodthirsty_gods_3
			}
		}
	}
	bloodthirsty_mass_sacrifice_decision = {
		is_high_prio = yes
		ai_check_interval = 150 #check only once every 150 months.
		potential = {
			has_dlc = "Holy Fury"
			is_adult = yes
			is_inaccessible_trigger = no
			NOT = { trait = incapable }
			higher_real_tier_than = COUNT
			is_ruler = yes
			is_landed = yes
			independent = yes
			NOT = { has_religion_feature = religion_peaceful } #Aztecs could reform as Peaceful.
			OR = { 
				religion = aztec
				religion = aztec_reformed
				has_religion_feature = religion_ritual_sacrifice
			}
		}
		
		allow = {
			prisoner = no
			war = yes
			NOT = { trait = cynical }
			OR = { 
				trait = bloodthirsty_gods_2
				trait = bloodthirsty_gods_3
			}
			piety = 200
			custom_tooltip = { 
				text = tooltip_bloodthirsty_mass_sacrifice_cooldown
				hidden_tooltip = {
					NOT = { has_character_modifier = bloodthirsty_mass_sacrifice_cooldown }
				}
			}
		}
		
		effect = {
			piety = -200
			custom_tooltip = {
				text = tooltip_start_bloodthirsty_mass_sacrifice
			}
			hidden_tooltip = {
				character_event = { id = HF.23462 }
				add_character_modifier = { modifier = bloodthirsty_mass_sacrifice_cooldown years = 100 hidden = yes }
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1

			modifier = {
				factor = 1.5
				trait = zealous
			}
			modifier = {
				factor = 1.5
				trait = bloodthirsty_gods_3
			}
			modifier = { #I am losing the war, help!
				factor = 10
				any_war = {
					defender = { character = ROOT }
					attacker = {
						war_score = -50
					}
				}
			}
			modifier = { #I am winning the war, no need!
				factor = 0
				any_war = {
					defender = { character = ROOT }
					attacker = {
						war_score = 50
					}
				}
			}
		}
	}
}


title_decisions = {
	# Stoics Rank 4 Power - Convert County
	stoic_order_culture_convert_county = {
		only_playable = yes
		ai_check_interval = 3
		
		from_potential = {
			has_dlc = "Mystics"
			is_ruler = yes
			society_member_of = monastic_order_stoics
			society_rank == 4
		}
		
		potential = {
			tier = COUNT
			location = { NOT = { culture = FROM } }
			holder_scope = {
				OR = {
					is_liege_or_above = FROM
					character = FROM
				}
			}
		}
		
		allow = {
			FROM = {
				society_currency >= 1000
			}
			location = {
				NOT = { culture = FROM }
				owner = { NOT = { culture = PREV } } # Cannot convert counties of owners who has that culture
			}
		}
		
		effect = {
			FROM = {
				change_society_currency = -1000
				hidden_tooltip = { character_event = { id = HF.23124 } }
			}
			location = {
				culture = FROM
				add_province_modifier = {
					name = peasant_unrest
					years = 2
				}
			}
			hidden_tooltip = {
				if = { # Notify county owner
					limit = {
						holder_scope = { NOT = { character = FROM } }
					}
					holder_scope = { character_event = { id = HF.23125 } }
				}
			}
		}
		
		ai_will_do = {
			factor = 1
		}
	}
	hellenic_dedicate_temple = {
		filter = sub_realm_owned
		ai_target_filter = vassal_owned
		is_high_prio = yes
		ai_check_interval = 120 #check only once every 120 months.
		
		from_potential = {
			has_dlc = "Holy Fury"
			is_playable = yes
			higher_tier_than = BARON
			OR = {
				religion = hellenic_pagan
				religion = hellenic_pagan_reformed
			}
			NOR = {
				is_tribal = yes
				is_nomadic = yes
				has_character_flag = flag_dedicating_temple
			}
			NOT = {
				has_alternate_start_parameter = { key = religion_names value = random }
			}
		}
		
		potential = {
			holding_type = temple 
			NOR = { 
				has_flag = flag_dedicated_to_zeus
				has_flag = flag_dedicated_to_poseidon
				has_flag = flag_dedicated_to_hades
				has_flag = flag_dedicated_to_hermes
				has_flag = flag_dedicated_to_demeter
				has_flag = flag_dedicated_to_athena
				has_flag = flag_dedicated_to_apollo
				has_flag = flag_dedicated_to_arthemis
				has_flag = flag_dedicated_to_ares
				has_flag = flag_dedicated_to_aphrodite
				has_flag = flag_dedicated_to_ephaestus
				has_flag = flag_dedicated_to_hestia
			}
		}
		
		allow = {
			FROM = { wealth = 250 }
			FROM = { piety = 200 }
			has_siege = no
			custom_tooltip = { 
				text = tooltip_temple_must_have_priest
				hidden_tooltip = { 
					owner = { 
						is_theocracy = yes 
						religion = FROM 	#Temple must have an hellenic priest.
					}
				}
			}
			custom_tooltip = { 
				text = tooltip_not_dedicated_temple_recently
				hidden_tooltip = { 
					FROM = { 
						NOT = { 
							has_character_modifier = recently_dedicated_temple_cooldown
						}
					}
				}
			}
		}
		
		effect = {
			custom_tooltip = { 
				text = tooltip_hellenic_dedicate_temple 
			}
			FROM = { 
				set_character_flag = flag_dedicating_temple 
				character_event = { id = HF.23200 }
			}
			
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				ruler_has_dedicated_temple_trigger = yes #Better to have the AI only dedicate one per lifetime, otherwise it might leave the player out of options.
			}
		}
	}
}

settlement_decisions = {
	tribal_build_great_pillar = {
		ai_check_interval = 200 #check only once every 200 months.
		filter = owned
		ai_target_filter = owned
		is_high_prio = yes
		
		from_potential = {
			has_dlc = "Holy Fury"
			is_playable = yes
			is_tribal = yes
			higher_tier_than = COUNT 
			is_reformed_religion = no
			independent = yes
			OR = { 
				religion = norse_pagan
				religion = tengri_pagan
				religion = slavic_pagan
				religion = baltic_pagan
				religion = finnish_pagan
				religion = west_african_pagan
				religion = aztec
				religion = bon
				religion = zun_pagan
				religion = hellenic_pagan 
			}
			NOR = { #Only one Pillar of your own religion per realm. So, the more neighbors you subjugate, the less pillars are going to be built.
				AND = { 
					religion = norse_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_norse } 
				}
				AND = { 
					religion = tengri_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_tengri } 
				}
				AND = { 
					religion = slavic_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_slavic } 
				}
				AND = { 
					religion = baltic_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_baltic } 
				}
				AND = { 
					religion = finnish_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_finnish } 
				}
				AND = { 
					religion = west_african_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_west_african } 
				}
				AND = { 
					religion = aztec
					any_realm_province = { has_province_flag = flag_great_pillar_aztec } 
				}
				AND = { 
					religion = bon
					any_realm_province = { has_province_flag = flag_great_pillar_bon } 
				}
				AND = { 
					religion = zun_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_zun } 
				}
				AND = { 
					religion = hellenic_pagan
					any_realm_province = { has_province_flag = flag_great_pillar_hellenic } 
				}
			}
		}
		
		potential = {
			holder_scope = {
				character = FROM
			}
			holding_type = tribal
			is_capital = yes
			capital_scope = { location = { province = ROOT } }
			dejure_liege_title = {
				holder_scope = {
					character = FROM
				}
			}
			location = {
				FROM = {
					capital_scope = {
						province = PREVPREV
					}
				}
			}
		}
		allow = { 
			FROM = { 
				wealth = 350
				piety = 150 
			}
			location = { religion = FROM } #Locals must already worship your gods.
			custom_tooltip = { 
				text = tooltip_province_already_has_great_pillar
				hidden_tooltip = { 
					location = { 
						NOR = { 
							has_province_flag = flag_great_pillar_norse
							has_province_flag = flag_great_pillar_tengri
							has_province_flag = flag_great_pillar_slavic
							has_province_flag = flag_great_pillar_baltic
							has_province_flag = flag_great_pillar_finnish
							has_province_flag = flag_great_pillar_west_african
							has_province_flag = flag_great_pillar_aztec
							has_province_flag = flag_great_pillar_bon
							has_province_flag = flag_great_pillar_zun
							has_province_flag = flag_great_pillar_hellenic
						}
					}
				}
			}
			custom_tooltip = { 
				text = tooltip_ruler_recently_had_pillar_destroyed
				hidden_tooltip = { 
					NOT = { 
						FROM = { 
							has_character_modifier = recently_destroyed_great_pillar_cooldown
						}
					}
				}
			}
		}
		effect = {
			FROM = { 
				show_scope_change = no
				wealth = -350
				piety = -150
				custom_tooltip = { 
					text = tooltip_celebrate_new_great_pillar
				}
				hidden_tooltip = {
					character_event = { id = HF.23470 }
				}
			}
			hidden_tooltip = {  
				if = {  
					limit = { FROM = { religion = norse_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_norse
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_norse } } 
						add_building = tb_great_pillar_norse
					}
				}
				if = {  
					limit = { FROM = { religion = tengri_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_tengri
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_tengri } } 
						add_building = tb_great_pillar_tengri
					}
				}
				if = {  
					limit = { FROM = { religion = slavic_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_slavic
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_slavic } } 
						add_building = tb_great_pillar_slavic
					}
				}
				if = {  
					limit = { FROM = { religion = baltic_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_baltic
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_baltic } } 
						add_building = tb_great_pillar_baltic
					}
				}
				if = {  
					limit = { FROM = { religion = finnish_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_finnish
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_finnish } } 
						add_building = tb_great_pillar_finnish
					}
				}
				if = {  
					limit = { FROM = { religion = west_african_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_west_african
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_west_african } } 
						add_building = tb_great_pillar_west_african
					}
				}
				if = {  
					limit = { FROM = { religion = aztec } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_aztec
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_aztec } } 
						add_building = tb_great_pillar_aztec
					}
				}
				if = {  
					limit = { FROM = { religion = zun_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_zun
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_zun } } 
						add_building = tb_great_pillar_zun
					}
				}
				if = {  
					limit = { FROM = { religion = bon } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_bon
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_bon } } 
						add_building = tb_great_pillar_bon
					}
				}
				if = {  
					limit = { FROM = { religion = hellenic_pagan } }
					hidden_tooltip = {
						location = {
							set_province_flag = flag_great_pillar_hellenic
						}
					}
					if = { 
						limit = { NOT = { has_building = tb_great_pillar_hellenic } } 
						add_building = tb_great_pillar_hellenic
					}
				}
			}
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 2
				FROM = {
					trait = zealous
				}
			}
			modifier = {
				factor = 0
				FROM = {
					trait = cynical
				}
			}
			modifier = {
				factor = 0.25
				FROM = {
					trait = greedy
				}
			}
			modifier = {
				factor = 0.5
				FROM = {
					lower_tier_than = KING
				}
			}
		}
	}
	destroy_great_pillar = {
		ai_check_interval = 30 #check only once every 30 months.
		filter = owned
		ai_target_filter = owned
		is_high_prio = yes
		
		from_potential = {
			has_dlc = "Holy Fury"
			OR = {
				NOT = { religion_group = pagan_group }
				is_reformed_religion = yes
			}
			is_playable = yes
			is_tribal = no
			is_nomadic = no
		}
		
		potential = {
			holder_scope = {
				character = FROM
			}
			OR = {
				AND = { 
					holding_type = tribal 
					is_capital = yes
					capital_scope = { location = { province = ROOT } }
				}
				AND = { 
					holding_type = temple #Irminsul 
					location = { province = 257 }
				}
			}
			location = { 
				OR = { 
					has_province_flag = flag_great_pillar_norse_irminsul
					has_province_flag = flag_great_pillar_norse
					has_province_flag = flag_great_pillar_tengri
					has_province_flag = flag_great_pillar_slavic
					has_province_flag = flag_great_pillar_baltic
					has_province_flag = flag_great_pillar_finnish
					has_province_flag = flag_great_pillar_west_african
					has_province_flag = flag_great_pillar_aztec
					has_province_flag = flag_great_pillar_bon
					has_province_flag = flag_great_pillar_zun
					has_province_flag = flag_great_pillar_hellenic
				}
			}
		}
		allow = { 
		}
		effect = {
			FROM = { 
				show_scope_change = no
				if = {
					limit = { has_religion_feature = religion_dogmatic }
					tiered_piety_reward_effect = yes
				}
				if = {
					limit = { has_religion_feature = religion_cosmopolitan }
					tiered_piety_negative_effect = yes
				}
				custom_tooltip = { 
					text = tooltip_celebrate_destroyed_great_pillar
				}
				hidden_tooltip = {
					character_event = { id = HF.23476 }
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_norse_irminsul } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_norse_irminsul
					}
					any_realm_character = {
						limit = { religion = norse_pagan }
						character_event = { id = HF.23477 }
					}
				}
				norse_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_norse } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_norse
					}
					any_realm_character = {
						limit = { religion = norse_pagan }
						character_event = { id = HF.23477 }
					}
				}
				norse_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_tengri } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_tengri
					}
					any_realm_character = {
						limit = { religion = tengri_pagan }
						character_event = { id = HF.23477 }
					}
				}
				tengri_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_slavic } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_slavic
					}
					any_realm_character = {
						limit = { religion = slavic_pagan }
						character_event = { id = HF.23477 }
					}
				}
				slavic_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_baltic } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_baltic
					}
					any_realm_character = {
						limit = { religion = baltic_pagan }
						character_event = { id = HF.23477 }
					}
				}
				baltic_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_finnish } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_finnish
					}
					any_realm_character = {
						limit = { religion = finnish_pagan }
						character_event = { id = HF.23477 }
					}
				}
				finnish_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_west_african } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_west_african
					}
					any_realm_character = {
						limit = { religion = west_african_pagan }
						character_event = { id = HF.23477 }
					}
				}
				west_african_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_aztec } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_aztec
					}
					any_realm_character = {
						limit = { religion = aztec }
						character_event = { id = HF.23477 }
					}
				}
				aztec = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_zun } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_zun
					}
					any_realm_character = {
						limit = { religion = zun_pagan }
						character_event = { id = HF.23477 }
					}
				}
				zun_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_bon } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_bon
					}
					any_realm_character = {
						limit = { religion = bon }
						character_event = { id = HF.23477 }
					}
				}
				bon = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			if = {  
				limit = { location = { has_province_flag = flag_great_pillar_hellenic } }
				hidden_tooltip = {
					location = {
						clr_province_flag = flag_great_pillar_hellenic
					}
					any_realm_character = {
						limit = { religion = hellenic_pagan }
						character_event = { id = HF.23477 }
					}
				}
				hellenic_pagan = {
					religion_authority = {
						modifier = destroyed_great_pillar
						years = 10
					}
				}
			}
			
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 5
				FROM = {
					has_religion_feature = religion_dogmatic
				}
			}
			modifier = {
				factor = 0.25
				FROM = {
					has_religion_feature = religion_cosmopolitan
				}
			}
			modifier = {
				factor = 2
				FROM = {
					trait = zealous
				}
			}
			modifier = {
				factor = 0.5
				FROM = {
					trait = cynical
				}
			}
			modifier = {
				factor = 0.3
				FROM = {
					trait = sympathy_pagans
				}
			}
			modifier = {
				factor = 0.4
				FROM = {
					religion_group = pagan_group
				}
			}
		}
	}
}