decisions = {

	extort_subjects = {
		only_playable = yes
		is_high_prio = yes

		potential = {
			is_playable = yes
			has_ambition = obj_build_a_war_chest
			is_tribal = no
			is_merchant_republic = no
		}
		allow = {
			prisoner = no
			NOR = { 
				trait = incapable
				is_inaccessible_trigger = yes
			}
			#war = no
			custom_tooltip = {
				text = extort_cooldown_custom_tooltip
				hidden_tooltip = {
					NOT = { has_character_modifier = extort_timer }
				}
			}
		}
		effect = {
			custom_tooltip = {
				text = extort_consequences_custom_tooltip
				hidden_tooltip = {
					add_character_modifier = {
					   modifier = extort_timer
					   months = 6
					   hidden = yes
					}
					character_event = {	id = ZE.21000 }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.01
				always = yes
			}
			
			modifier = {
				factor = 0.1
				NOR = {
					trait = cruel
					trait = greedy
					trait = deceitful
					trait = arbitrary
					trait = lunatic
					trait = imbecile
					trait = impaler
					trait = tyrant4
					trait = tyrant5
					trait = tyrant6
					trait = tyrant7
					trait = tyrant8
					trait = tyrant9
					trait = tyrant10
					trait = tyrant11
					trait = tyrant12
					trait = tyrant13
					trait = tyrant14
					trait = tyrant15
					trait = tyrant16
					trait = tyrant17
					trait = tyrant18
					trait = tyrant19
					trait = tyrant20
				}
			}
			
			modifier = {
				factor = 0
				OR = {
					trait = kind
					trait = just
					trait = charitable
				}
			}
			
			modifier = {
				factor = 0.2
				any_liege = { ai = no }
			}
			
			modifier = {
				factor = 5
				NOT = { wealth = 0 }
			}
			
			modifier = {
				factor = 2
				NOT = { wealth = 100 }
				independent = yes
			}
			
			modifier = {
				factor = 0.1
				trait = patient
			}
			
			modifier = {
				factor = 3
				trait = greedy
			}
			
			modifier = {
				factor = 2
				trait = cruel
			}
			
			modifier = {
				factor = 2
				trait = arbitrary
			}
			
			modifier = {
				factor = 2
				trait = stressed
			}
			
			modifier = {
				factor = 0.5
				trait = content
			}
			
			modifier = {
				factor = 2
				OR = {
					trait = tyrant8
					trait = tyrant9
					trait = tyrant10
					trait = tyrant11
					trait = tyrant12
				}
			}
			
			modifier = {
				factor = 5
				OR = {
					trait = tyrant13
					trait = tyrant14
					trait = tyrant15
					trait = tyrant16
					trait = tyrant17
					trait = tyrant18
					trait = tyrant19
					trait = tyrant20
				}
			}
		}
	}
	
	donate_to_liege = {
		only_playable = yes
		is_high_prio = yes

		potential = {
			is_playable = yes
			liege = { has_ambition = obj_build_a_war_chest }
			NOT = { has_ambition = obj_build_a_war_chest }
			higher_tier_than = BARON
		}
		allow = {
			prisoner = no
			NOR = { 
				trait = incapable
				is_inaccessible_trigger = yes
			}
			war = no
			#liege = { war = no }
			wealth = 200
			NOT = { liege = { owes_favor_to = ROOT } }
			custom_tooltip = {
				text = donation_cooldown_custom_tooltip
				hidden_tooltip = {
					NOT = { has_character_modifier = donation_offer_timer }
				}
			}
		}
		effect = {
			custom_tooltip = {
				text = offer_donation_custom_tooltip
				hidden_tooltip = {
					add_character_modifier = {
					   modifier = donation_offer_timer
					   years = 5
					   hidden = yes
					}
					liege = { character_event = { id = ZE.22000 days = 5 } }
				}
			}
			wealth = -200
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.01
				always = yes
			}
			
			modifier = {
				factor = 0
				trait = greedy
			}
			
			modifier = {
				factor = 0
				NOT = { opinion = { who = LIEGE value =  25 } }
			}
			
			modifier = {
				factor = 0
				is_rival = LIEGE
			}
			
			modifier = {
				factor = 0
				NOT = { wealth = 300 }
			}
			
			modifier = {
				factor = 2
				is_councillor = yes
			}
			
			modifier = {
				factor = 2
				trait = charitable
			}
			
			modifier = {
				factor = 2
				wealth = 600
			}
			
			modifier = {
				factor = 2
				wealth = 800
			}
			
			modifier = {
				factor = 2
				wealth = 1000
			}
			
			modifier = {
				factor = 10
				is_friend = LIEGE
			}
		}
	}
	
}