# Targetted decisions are possible vs _all_ other characters and shown are in the Diplomacy View, not the Intrigue View. The taker is in the FROM scope.
#
# filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] ('self' MUST be set for decisions targetting only the taker, the other filter types can be set to lessen CPU load)
# ai_target_filter = [self/court/home_court/vassals/sub_realm/realm/dynasty/all] (which characters for which the AI evaluates the decision.)
#	court: all characters in the AI's host court, including prisoners, and characters currently away (wards, prisoners, etc)
#	home_court: all characters in the AI's home court, including prisoners, and characters currently away (wards, prisoners, etc)
#	vassals: direct vassal rulers of the AI's employer
#	sub_realm: all characters below the AI's employer
#	realm: all characters in the same top realm as the AI
#	dynasty: all members of the same dynasty
#	rivals: your rivals plus any character you have an opinion modifier with 'crime = yes' set (the same set of characters the 'is_foe' trigger evaluates)
#	all: all living characters (Avoid if possible. VERY CPU-HEAVY!)
#	

# Written by Henrik "Groogy" Hansson

targetted_decisions = {

	create_mercenary_company = {
		only_playable = yes
		filter = home_court
		ai_target_filter = home_court
		
		from_potential = {
			is_playable = yes
			has_dlc = "Horse Lords"
			is_adult = yes
			prisoner = no
			NOT = { trait = incapable }
			OR = {
				government = nomadic_government
				has_character_modifier = mercenary_traditions
			}
		}
		potential = {
			OR = {
				is_female = no
				FROM = { NOT = { has_law = agnatic_succession } }
			}
			mercenary = no
			dynasty = FROM
			OR = {
				father_even_if_dead = { character = FROM }
				mother_even_if_dead = { character = FROM }
				any_sibling = { character = FROM }
			}
		}
		allow = {
			ROOT = {
				is_adult = yes
				is_ruler = no
				is_ill = no
				health = 4
				prisoner = no
				custom_tooltip = {
					text = inaccessible_tooltip
					hidden_tooltip = {
						NOT = { is_inaccessible_trigger = yes }
					}
				}
				NOT = { trait = incapable }
				dynasty = FROM
				liege = { character = FROM }
				OR = {
					is_female = no
					trait = martial_lady_pagan
					trait = martial_lady
					trait = martial_lady_tengri
				}
				NOR = {
					trait = imbecile
					trait = inbred
					is_weak_trigger = yes
					trait = craven
					trait = incapable
				}
			}
			FROM = {
				OR = {
					AND = {
						government = nomadic_government
						unused_manpower = 500
						max_manpower = 500
					}
					AND = {
						NOT = { government = nomadic_government }
						demesne_garrison_size = 500
					}
				}
			}
			OR = {
				FROM = { government = nomadic_government }
				ROOT = { has_character_modifier = mercenary_traditions }
			}
		}
		effect = {
			FROM = {
				if = {
					limit = { is_nomadic = yes }
					clan_title = {
						create_title = {
							tier = DUKE
							name = DYNAMIC_MERCENARY_COMPANY
							landless = yes
							temporary = yes
							adventurer = yes
							custom_created = yes
							culture = ROOT
							holder = ROOT
							base_title = THIS
							mercenary = yes
							ruler = "CAPTAIN"
							ruler_female = "CAPTAIN"
							foa = "CAPTAIN_FOA"
						}
					}
				}
				if = {
					limit = { is_nomadic = no }
					primary_title = {
						create_title = {
							tier = DUKE
							name = DYNAMIC_MERCENARY_COMPANY
							landless = yes
							temporary = yes
							adventurer = yes
							custom_created = yes
							culture = ROOT
							holder = ROOT
							base_title = THIS
							mercenary = yes
							ruler = "CAPTAIN"
							ruler_female = "CAPTAIN"
							foa = "CAPTAIN_FOA"
						}
					}
				}
				
				ROOT = {
					set_defacto_liege = THIS
				}
			}
			set_character_flag = is_mercenary_leader

			add_trait = adventurer
			add_character_modifier = { modifier = started_mercenary_company months = 30 }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.1
			}

			modifier = {
				factor = 0
				OR = {
					any_mercenary_band = {
						count = 3
						band_creator = {
							character = FROM
						}
					}
					FROM = {
						is_primary_war_attacker = yes
						is_primary_war_defender = yes
					}
				}
			}
			modifier = {
				factor = 0.5
				any_mercenary_band = {
					count = 1
					band_creator = {
						character = FROM
					}
				}
			}
			modifier = {
				factor = 0.5
				any_mercenary_band = {
					count = 2
					band_creator = {
						character = FROM
					}
				}
			}

			modifier = {
				factor = 0.1
				NOT = { martial = 4 }
			}			
			
			modifier = {
				factor = 0.5
				NOT = { martial = 8 }
			}
			
			modifier = {
				factor = 2
				martial = 10
			}

			modifier = {
				factor = 3
				martial = 14
			}

			modifier = {
				factor = 4
				martial = 18
			}

			modifier = {
				factor = 2
				prestige = 100
			}

			modifier = {
				factor = 3
				prestige = 400
			}

			modifier = {
				factor = 4
				prestige = 1000
			}

			modifier = {
				factor = 0.1
				trait = misguided_warrior
			}

			modifier = {
				factor = 2
				trait = tough_soldier
			}

			modifier = {
				factor = 2
				trait = skilled_tactician
			}

			modifier = {
				factor = 2
				trait = brilliant_strategist
			}
		}
	}

	dissolve_mercenary_company = {
		only_playable = yes
		filter = dynasty
		ai_target_filter = dynasty
		
		from_potential = {
			is_playable = yes
			is_landed = yes
			has_dlc = "Horse Lords"
			OR = {
				government = nomadic_government
				has_character_modifier = mercenary_traditions
			}
		}
		potential = {
			mercenary = yes
			primary_title = {
				NOT = { has_title_flag = ze_dyn_merc }
				band_creator = {
					character = FROM
				}
			}
		}
		allow = {
			OR = {
				custom_tooltip = {
					text = is_mercenary_leader_YEAR
					had_character_flag = { flag = is_mercenary_leader days = 1825 }
				}
				prisoner = yes
			}
			primary_title = {
				NOT = { has_raised_standing_troops = yes }
				band_creator = {
					character = FROM
				}
			}
		}
		effect = {
			primary_title = {
				activate_title = { title = THIS status = no }
				destroy_landed_title = THIS
			}
			move_character = FROM
			clr_character_flag = is_mercenary_leader
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.01
			}

			modifier = {
				factor = 0.5
				health = 7
			}

			modifier = {
				factor = 2
				NOT = { health = 5 }
			}

			modifier = {
				factor = 4
				NOT = { health = 4 }
			}

			modifier = {
				factor = 10
				NOT = { health = 3 }
			}

			modifier = {
				factor = 2
				age = 30
			}

			modifier = {
				factor = 3
				age = 35
			}

			modifier = {
				factor = 4
				age = 40
			}

			modifier = {
				factor = 5
				age = 45
			}

			modifier = {
				factor = 2
				FROM = {
					age = 45
				}
			}
			modifier = {
				factor = 3
				FROM = {
					age = 55
				}
			}

			modifier = {
				factor = 4
				FROM = {
					age = 65
				}
			}
		}
	}
}

decisions = {
	increase_mercenary_size = {
		only_playable = yes
		potential = {
			is_playable = yes
			prisoner = no
			wealth = 25
			has_dlc = "Horse Lords"
			primary_title = {
				mercenary = yes
				adventurer = yes
				NOT = { has_title_flag = ze_dyn_merc }
				band_creator = {
					OR = {
						government = nomadic_government
						has_character_modifier = mercenary_traditions
					}
				}
			}
		}
		allow = {
			always = yes
		}
		effect = {
			wealth = -25
			primary_title = {
				change_title_army_size = 0.05 # Increase of percentage
	
				band_creator = {
					if = {
						limit = { is_alive = yes }
						character_event = { id = HL.10700 }
					}
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1

			modifier = {
				factor = 0.025
				primary_title = {
					band_creator = {
						is_alive = yes
					}
				}
			}

			modifier = {
				factor = 0
				NOT = { trait = ambitious }
				trait = greedy
			}

			modifier = {
				factor = 2
				trait = proud
			}
			
			modifier = {
				factor = 2
				trait = ambitious
			}

			modifier = {
				factor = 2
				wealth = 200
			}

			modifier = {
				factor = 2
				wealth = 400
			}

			modifier = {
				factor = 3
				wealth = 800
			}

			modifier = {
				factor = 4
				wealth = 1200
			}

			modifier = {
				factor = 5
				wealth = 1600
			}
		}
	}

	carousing_with_the_men = {
		only_rulers = yes
		potential = {
			has_dlc = "Horse Lords"
			is_ruler = yes
			has_character_flag = is_mercenary_leader
			primary_title = {
				NOT = { has_title_flag = ze_dyn_merc }
				mercenary = yes
				band_creator = {
					is_alive = yes	
					OR = {
						government = nomadic_government
						has_character_modifier = mercenary_traditions
					}
				}
			}
		}
		allow = {
			prisoner = no
			wealth = 25
			NOT = { trait = chaste }
		}
		effect = {
			wealth = -25
			prestige = 10
			primary_title = {
				random_list = {
					53 = {}
					40 = {
						change_title_army_size = 0.02 # Increase of percentage
					}
					5 = { ROOT = { add_trait = drunkard } }
					2 = { 
						ROOT = { 
							tooltip = { add_trait = lovers_pox }
							hidden_tooltip = { character_event = { id = 6359 days = 15 random = 5 } }  #Gives lover's pox
						}
					}
				}

				band_creator = {
					character_event = { id = HL.10701 }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1

			modifier = {
				factor = 0.015
			}

			modifier = {
				factor = 0
				trait = greedy
			}

			modifier = {
				factor = 2
				trait = lustful
			}

			modifier = {
				factor = 2
				trait = gluttonous
			}

			modifier = {
				factor = 2
				trait = hedonist
			}

			modifier = {
				factor = 2
				trait = charitable
			}

			modifier = {
				factor = 2
				wealth = 200
			}

			modifier = {
				factor = 2
				wealth = 400
			}

			modifier = {
				factor = 3
				wealth = 800
			}

			modifier = {
				factor = 4
				wealth = 1200
			}

			modifier = {
				factor = 5
				wealth = 1600
			}
			
			modifier = {
				factor = 0.1
				primary_title = {
					band_creator = {
						is_alive = no
					}
				}
			}
		}
	}
}