﻿# No lists or indexes, only chaos. Keep scrolling down and thou shalt find them.

#############################################
# Hostility Ending					    	#
# by Joe Parkin								#
#############################################

struggle_iberia_ending_hostility_decision = {
	decision_group_type = major
	title = struggle_iberia_ending_hostility_decision
	picture = {
		reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_hostility.dds"
	}
	extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_hostility.dds"
	desc = struggle_iberia_ending_hostility_decision_desc
	selection_tooltip = struggle_iberia_ending_hostility_decision_tooltip
	confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
	is_invisible = yes
	sort_order = 80

	is_shown = {
		is_landless_adventurer = no
		has_fp2_dlc_trigger = yes
	}

	is_valid = {
		top_liege = this

		OR = {
			custom_tooltip = {
				text = struggle_iberia_ending_hostility_decision_correct_phase_tt
				any_character_struggle = {
					involvement = involved
					is_struggle_type = iberian_struggle
					is_struggle_phase = struggle_iberia_phase_hostility
				}
			}
			## Completely control Hispania for 5 years
			AND = {
				completely_controls_region = world_europe_west_iberia
				primary_title =  {
					tier >= tier_kingdom
					title_held_years >= 5
				}
			}
		}


		custom_tooltip = {
			text = struggle_ending_decision_correct_involvement_spain_tt
			any_character_struggle = {
				involvement = involved
				is_struggle_type = iberian_struggle
			}
		}

		# Hold and completely control two de jure kingdoms of Hispania
		OR = {
			custom_tooltip = { #
				text = struggle_iberia_ending_hostility_decision_kingdom_tt
				any_held_title = { # 1st kingdom
					title_tier = kingdom
					de_jure_liege = title:e_spain
					root = { completely_controls = prev }
					save_temporary_scope_as = spanish_kingdom
				}
				any_held_title = { # 2nd kingdom
					title_tier = kingdom
					de_jure_liege = title:e_spain
					trigger_if = {
						limit = { exists = scope:spanish_kingdom }
						this != scope:spanish_kingdom
					}
					root = { completely_controls = prev }
					save_temporary_scope_as = spanish_kingdom_2
				}
			}
			custom_tooltip = {
				text = struggle_iberia_ending_hostility_decision_united_spanish_throne_tt
				AND = {
					exists = global_var:unite_the_spanish_thrones_decision_title
					primary_title = global_var:unite_the_spanish_thrones_decision_title
				}
			}
		}


		# All your capital kingdom's de jure counties are of your culture and faith
		trigger_if = {
			limit = {
				exists = global_var:unite_the_spanish_thrones_decision_title
				primary_title = global_var:unite_the_spanish_thrones_decision_title
			}
			custom_tooltip = {
				text = struggle_iberia_ending_hostility_decision_county_light_tt
				capital_county.de_jure_liege.de_jure_liege = {
					any_de_jure_county = {
						percent >= 0.75
						culture = root.culture
						faith = root.faith
					}
				}
			}
		}
		trigger_else = {
			custom_tooltip = {
				text = struggle_iberia_ending_hostility_decision_county_tt
				capital_county.de_jure_liege.de_jure_liege = {
					any_de_jure_county = {
						count = all
						culture = root.culture
						faith = root.faith
					}
				}
			}
		}

		# No other realm controls more than 20% of the Iberia region
		custom_tooltip = {
			text = struggle_iberia_ending_hostility_decision_region_tt
			NOT = {
				struggle:iberian_struggle = {
					any_involved_ruler = {
						this != root
						top_liege = this
						primary_title ?= { is_mercenary_company = no }
						save_temporary_scope_as = iberian_realm
						any_county_in_region = {
							region = world_europe_west_iberia
							percent > fp2_struggle_hostility_region_percent_decimal_value
							holder.top_liege = scope:iberian_realm
						}
					}
				}
			}
		}

		# Completely control at least 2 of the important Iberian duchies
		calc_true_if = {
			amount >= 2
			completely_controls = title:d_galicia
			completely_controls = title:d_toledo
			completely_controls = title:d_cordoba
			completely_controls = title:d_valencia
			completely_controls = title:d_barcelona
		}
	}

	effect = {
		if = {
			limit = { has_dlc_feature = legends }
			legend_seed_struggle_ending_effect = {
				ENDER = root
				STRUGGLE = iberian_struggle
			}
		}
		if = {
			limit = { has_ach_dlc_trigger = yes }
			add_character_flag = ach_ended_struggle
		}
		
		##### Major Effects #####
		show_as_tooltip = {
			dynasty = { add_dynasty_prestige = 10000 }
			fp2_struggle_hostility_ender_effect = yes
		}
		# Hispania is available!
		custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt
		custom_description_no_bullet = { text = fp2_struggle_house_tt }
		# Keep the Struggle Clash for your House
		custom_tooltip = fp2_struggle_can_keep_using_struggle_clash_tt
		# Boost to culture and faith conversion
		custom_tooltip = fp2_struggle_hostility_conversion_tt
		# Damage opinion with other culture/faiths
		custom_tooltip = fp2_struggle_hostility_opinion_tt
		custom_tooltip = fp2_struggle_hostility_opinion_negative_tt
		# Choose Holy War boost, Culture War boost, or both
		custom_description_no_bullet = { text = fp2_struggle_hostility_list_tt }
		#custom_tooltip = fp2_struggle_hostility_holy_cb_joint_tt
		#custom_tooltip = fp2_struggle_hostility_culture_cb_tt



		show_as_tooltip = {
			stress_impact = {
				humble = medium_stress_impact_gain
				cynical = medium_stress_impact_gain
			}
		}


		# Achievements
		add_achievement_global_variable_effect = {
			VARIABLE = fp2_iberian_hostilities_achievement_unlocked
			VALUE = yes
		}
		fp2_holiday_in_iberia_check = yes

		# Trigger a player facing event as a coda
		trigger_event = fp2_struggle.0900
	}

	cost = {}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 120
		empire = 120
		hegemony = 120
	}

	ai_potential = { always = yes }

	ai_will_do = { base = 100 }
}

#############################################
# Compromise Ending					    	#
# by Joe Parkin								#
#############################################

struggle_iberia_ending_compromise_decision = {
	decision_group_type = major
	title = struggle_iberia_ending_compromise_decision
	picture = {
		reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_compromise.dds"
	}
	extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_compromise.dds"
	desc = struggle_iberia_ending_compromise_decision_desc
	selection_tooltip = struggle_iberia_ending_compromise_decision_tooltip
	confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
	is_invisible = yes

	sort_order = 80

	is_shown = {
		is_landless_adventurer = no
		has_fp2_dlc_trigger = yes
	}

	is_valid = {
		top_liege = this

		custom_tooltip = {
			text = struggle_iberia_ending_compromise_decision_correct_phase_tt
			any_character_struggle = {
				is_struggle_type = iberian_struggle
				is_struggle_phase = struggle_iberia_phase_compromise
			}
		}

		custom_tooltip = {
			text = struggle_ending_decision_correct_involvement_spain_tt
			any_character_struggle = {
				involvement = involved
				is_struggle_type = iberian_struggle
			}
		}

		OR = {
			# Exalted among Men or higher
			prestige_level >= very_high_prestige_level
			# Hold and completely control a de jure kingdom of Hispania
			custom_tooltip = {
				text = struggle_iberia_ending_compromise_decision_kingdom_tt
				fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes
			}
		}

		# Control less than 50% of Iberia
		custom_tooltip = {
			text = struggle_iberia_ending_compromise_decision_region_tt
			fp2_struggle_ending_percent_iberia_trigger = yes
		}

		# No one else controls more than 50% of Iberia
		custom_tooltip = {
			text = struggle_iberia_ending_compromise_decision_other_region_tt
			fp2_struggle_ending_other_percent_iberia_trigger = yes
		}

		# No Independent Involved rulers are at war with each other
		custom_tooltip = {
			text = struggle_iberia_ending_compromise_truce_tt
			NOT = {
				struggle:iberian_struggle = {
					any_involved_ruler = {
						top_liege = this
						is_landless_adventurer = no
						primary_title = { is_mercenary_company = no }
						any_primary_war_enemy = {
							top_liege = this
							is_landless_adventurer = no
							any_character_struggle = {
								involvement = involved
								is_struggle_type = iberian_struggle
							}
							primary_title = { is_mercenary_company = no }
						}
					}
				}
			}
		}

		OR = {
			# Every other involved independent ruler in Iberia has at least 60 opinion of you or is strong hooked
			custom_tooltip = {
				text = struggle_iberia_ending_compromise_decision_opinion_tt
				struggle:iberian_struggle = {
					NOT = {
						any_involved_ruler = {
							this != root
							top_liege = this
							primary_title = { is_holy_order = no }
							primary_title = { is_mercenary_company = no }
							is_landless_adventurer = no
							save_temporary_scope_as = this_character
							NOR = {
								root = { has_strong_hook = scope:this_character }
								opinion = {
									target = root
									value >= struggle_iberia_ending_compromise_decision_opinion_value
								}
							}
						}
					}
				}
			}
			# No other independent ruler in Iberia is a king or above
			custom_tooltip = {
				text = struggle_iberia_ending_compromise_decision_independent_tt
				struggle:iberian_struggle = {
					NOT = {
						any_involved_ruler = {
							this != root
							top_liege = this
							primary_title = { is_mercenary_company = no }
							is_landless_adventurer = no
							primary_title.tier >= tier_kingdom
						}
					}
				}
			}
			# More than 25% of Iberia is controlled by Interloper or Uninvolved rulers
			custom_tooltip = {
				text = struggle_iberia_ending_compromise_decision_interloper_tt
				any_county_in_region = {
					region = world_europe_west_iberia
					percent > fp2_struggle_compromise_uninvolved_percent_decimal_value
					holder.top_liege = { fp2_character_interloper_in_struggle_trigger = yes }
				}
			}
		}

		# Completely control any of the important Iberian duchies
		calc_true_if = {
			amount >= 1
			completely_controls = title:d_galicia
			completely_controls = title:d_toledo
			completely_controls = title:d_cordoba
			completely_controls = title:d_valencia
			completely_controls = title:d_barcelona
		}
	}

	effect = {
		if = {
			limit = { has_dlc_feature = legends }
			legend_seed_struggle_ending_effect = {
				ENDER = root
				STRUGGLE = iberian_struggle
			}
		}
		if = {
			limit = { has_ach_dlc_trigger = yes }
			add_character_flag = ach_ended_struggle
		}
		##### Major Effects #####
		# Personal effects for ruler
		show_as_tooltip = { fp2_struggle_compromise_ender_effect = yes }
		# Independent/Split De Jure Duchies will become De Jure Kingdoms
		if = {
			limit = {
				title:e_spain = {
					any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes }
				}
			}
			custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt
		}
		# Other Tooltips!
		fp2_struggle_compromise_tooltip_effect = yes

		##### Minor Effects #####
		# Self-sufficiency/defensive modifiers for each independent realm
		show_as_tooltip = { fp2_struggle_compromise_modifier_rewards_effect = yes }

		show_as_tooltip = {
			stress_impact = {
				arrogant = medium_stress_impact_gain
			}
		}

		# Achievements
		add_achievement_global_variable_effect = {
			VARIABLE = fp2_iberian_compromise_achievement_unlocked
			VALUE = yes
		}
		fp2_holiday_in_iberia_check = yes

		# Trigger a player facing event as a coda
		trigger_event = fp2_struggle.0901
	}

	cost = {}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 120
		empire = 120
		hegemony = 120
	}

	ai_potential = { always = yes }

	ai_will_do = { base = 100 }
}

#############################################
# Conciliation Ending					    #
# by Joe Parkin								#
#############################################

struggle_iberia_ending_conciliation_decision = {
	decision_group_type = major
	title = struggle_iberia_ending_conciliation_decision
	picture = {
		reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_conciliation.dds"
	}
	extra_picture = "gfx/interface/illustrations/struggle_decision_buttons/fp2_decision_conciliation.dds"
	desc = struggle_iberia_ending_conciliation_decision_desc
	selection_tooltip = struggle_iberia_ending_conciliation_decision_tooltip
	confirm_click_sound = "event:/DLC/FP2/SFX/UI/fp2_struggle_ending_decision_confirm"
	is_invisible = yes

	sort_order = 80

	is_shown = {
		is_landless_adventurer = no
		has_fp2_dlc_trigger = yes
	}

	is_valid = {
		top_liege = this

		custom_tooltip = {
			text = struggle_iberia_ending_conciliation_decision_correct_phase_tt
			any_character_struggle = {
				is_struggle_type = iberian_struggle
				is_struggle_phase = struggle_iberia_phase_conciliation
			}
		}

		custom_tooltip = {
			text = struggle_ending_decision_correct_involvement_spain_tt
			any_character_struggle = {
				involvement = involved
				is_struggle_type = iberian_struggle
			}
		}

		prestige_level >= very_high_prestige_level # Exalted among Men or higher

		# Hold and completely control a de jure kingdom of Hispania
		custom_tooltip = {
			text = struggle_iberia_ending_compromise_decision_kingdom_tt
			fp2_struggle_ending_hold_de_jure_kingdom_trigger = yes
		}

		# Every other independent involved ruler in Iberia is allied to you
		custom_tooltip = {
			text = struggle_iberia_ending_conciliation_decision_alliance_tt
			struggle:iberian_struggle = {
				NOT = {
					any_involved_ruler = {
						top_liege = this
						is_landless_adventurer = no
						primary_title = { is_mercenary_company = no }
						primary_title = { is_holy_order = no }
						NOR = {
							this = root
							is_allied_to = root
						}
					}
				}
			}
		}

		# Control less than 50% of Iberia
		custom_tooltip = {
			text = struggle_iberia_ending_compromise_decision_region_tt
			fp2_struggle_ending_percent_iberia_trigger = yes
		}
	}

	effect = {
		if = {
			limit = { has_dlc_feature = legends }
			legend_seed_struggle_ending_effect = {
				ENDER = root
				STRUGGLE = iberian_struggle
			}
		}
		if = {
			limit = { has_ach_dlc_trigger = yes }
			add_character_flag = ach_ended_struggle
		}
		##### Major Effects #####
		show_as_tooltip = {
			fp2_struggle_conciliation_ender_effect = yes
			fp2_struggle_conciliation_tooltip_effect = yes
			fp2_struggle_conciliation_modifier_rewards_effect = yes
		}

		show_as_tooltip = {
			stress_impact = {
				arrogant = medium_stress_impact_gain
				zealous = medium_stress_impact_gain
			}
		}

		# Achievements
		add_achievement_global_variable_effect = {
			VARIABLE = fp2_iberian_conciliation_achievement_unlocked
			VALUE = yes
		}
		fp2_holiday_in_iberia_check = yes


		# Trigger a player facing event as a coda
		trigger_event = fp2_struggle.0902
	}

	cost = {}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 120
		empire = 120
		hegemony = 120
	}

	ai_potential = { always = yes }

	ai_will_do = { base = 100 }
}

###################################
# Secure the Mediterranean
# By Hugo Cortell
###################################
secure_mediterranean_decision = {
	title = fp2_secure_mediterranean.t
	picture = {
		reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
	}
	desc = fp2_secure_mediterranean.desc
	decision_group_type = major

	selection_tooltip = fp2_secure_mediterranean.tip
	sort_order = 50

	is_shown = {
		# DLC check
		has_fp2_dlc_trigger = yes
		# Standard checks
		is_playable_character = yes
		exists = dynasty
		NOT = {
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:flag_secured_the_mediterranean
			}
		}

		OR = {
			completely_controls = title:d_sardinia
			completely_controls = title:d_sicily
			AND = {
				completely_controls = title:d_mallorca
				completely_controls = title:d_corsica
			}
		}
	}

	is_valid = {
		completely_controls = title:d_mallorca
		completely_controls = title:d_sardinia
		completely_controls = title:d_corsica
		completely_controls = title:d_sicily
	}
	
	is_valid_showing_failures_only = {
		is_landed = yes
	}

	effect = {
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:flag_secured_the_mediterranean
		}

		# LOC
		root = {
			save_scope_as = mediterranean_conqueror
			house = { save_scope_as = mediterranean_house }
		}
		title:d_mallorca = { save_scope_as = mallorca }
		title:d_sardinia = { save_scope_as = sardinas }
		title:d_sicily = { save_scope_as = sicily }
		title:k_mediterranean_sea = { save_scope_as = mediterranean_title }

		every_player = {
			limit = {
				this != ROOT
				any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
			}
			send_interface_message = {
				type = event_generic_bad_with_text
				title = secure_mediterranean_decision.involved_notif
				desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
				left_icon = scope:mediterranean_conqueror

				show_as_tooltip = {
					scope:mediterranean_conqueror = {
						house = {
							add_house_modifier = {
								modifier = fp2_controls_the_mediterranean_house_modifier
							}
						}
						dynasty = { add_dynasty_prestige = major_prestige_gain }
					}
				}
			}
		}

		house = {
			add_house_modifier = {
				modifier = fp2_controls_the_mediterranean_house_modifier
			}
		}
		dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
		custom_tooltip = secure_mediterranean_decision.a

		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = yes
		}
		title:k_mediterranean_sea = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
		}
		resolve_title_and_vassal_change = scope:title_change
		title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
		title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
		title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
		title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }

		hidden_effect = {
			title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_sea_of_shadows } # Straying closer to remaking the roman empire
			trigger_event = iberia_north_africa.2105
		}
	}

	cost = {
		gold = {
			value = 0
			if = {
				limit = {
					has_treasury = no
				}
				add = major_gold_value
				multiply = 1.5
				round = yes
			}
		}
		treasury = {
			value = 0
			if = {
				limit = {
					has_treasury = yes
				}
				add = major_gold_value
				multiply = 1.5
				round = yes
			}
		}
		prestige = {
			value = major_prestige_gain
			multiply = 3
			round = yes
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 730
		empire = 730
		hegemony = 730
	}

	ai_potential = {
		is_ruler = yes
		short_term_gold >= {
			value = major_gold_value
			multiply = 1.5
			round = yes
		}
		prestige >= {
			value = major_prestige_gain
			multiply = 3
			round = yes
		}
	}

	ai_will_do = {
		base = 80
	}
}

#############################################
# Eat a Cheese
# by Daniel "yes I know what exciting content is stop bullying me" Moore
###########################################################################
eat_cheese_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds"
	}
	desc = eat_cheese_decision_desc

	is_shown = {
		any_character_artifact = {
			has_variable = has_cheese_artifact
		}
		POD_eat_human_food_trigger = yes
	}

	effect = {

		custom_tooltip = eat_cheese_effect_tt

		trigger_event = fp2_yearly.1008

	}

	ai_check_interval = 60

	ai_potential = {

	}

	ai_will_do = {
		base = 100
	}
}

###################################
# Sponsor Jewish Sciences
# By Hugo Cortell
###################################
golden_age_jewish_science_in_iberia_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
	}
	desc = golden_age_jewish_science_in_iberia_decision_desc
	decision_group_type = struggle

	is_shown = {
		has_fp2_dlc_trigger = yes
		top_liege = root
		top_liege = this # (Redundancy check)
		is_landed_or_landless_administrative = yes
		AND = {
			exists = struggle:iberian_struggle
			any_character_struggle = {
				involvement = involved
				has_struggle_phase_parameter = unlocks_golden_age_jewish_science_decision
			}
		}
	}

	is_valid = {
		OR = { # Either the var does not exist (no current golden age) or you are not the sponsor of the current golden age
			NOT = { exists = global_var:fp2_current_jewish_science_sponsor }
			trigger_if = {
				limit = { exists = global_var:fp2_current_jewish_science_sponsor }
				custom_tooltip = {
					text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.b
					NOT = { root = global_var:fp2_current_jewish_science_sponsor }
					is_ai = no # Prevents the AI from stealing the golden age, players can steal each other's golden age
				}
			}
		}
		trigger_if = { # If you are not your culture's head, you must earn their approval
			limit = {
				exists = culture.culture_head # Redundancy check!
				culture.culture_head != root
			}
			custom_tooltip = {
				text = golden_age_jewish_science_in_iberia_decision_hardcoded_trigger_text.a
				culture.culture_head = {
					save_temporary_opinion_value_as = {
						name = target_opinion
						target = root
					}
					scope:target_opinion > 0
				}
			}
		}
	}

	effect = {
		hidden_effect = { # Prevent any case in which modifiers could be stacked
			struggle:iberian_struggle = {
				every_involved_ruler = {
					remove_character_modifier = fp2_sponsored_golden_age_modifier
					remove_character_modifier = fp2_part_of_golden_age_modifier
				}
			}
		}

		send_interface_toast = {
			type = event_toast_effect_good
			title = golden_age_jewish_science_in_iberia_decision.player_notif.t
			right_icon = root
			play_music_cue = mx_cue_meadandwine

			add_character_modifier = {
				modifier = fp2_sponsored_golden_age_modifier
				years = 120
			}
			capital_county = {
				add_county_modifier = {
					modifier = fp2_epicenter_of_golden_age_modifier
					years = 60
				}
			}
		}
		culture = { add_to_list = already_involved_cultures } # Ensures that only one top ruler for each involved culture is picked
		struggle:iberian_struggle = {
			every_involved_ruler = {
				custom = fp2_one_independent_ruler_of_each_culture_notifier
				limit = {
					culture = { save_temporary_scope_as = current_culture }
					NOT = { # Checks that it is not in the list of "I am already benefiting from this"
						this = root # (Also must not be root)
						any_in_list = {
							list = already_involved_cultures
							this = scope:current_culture
						}
					}
					top_liege = this	# Redundancy checks, vital to ensuring this has a 110% success rate
					top_liege = this			# Redundancy check
				}
				if = {
					limit = { NOT = { has_character_modifier = fp2_part_of_golden_age_modifier } }
					culture = { add_to_list = already_involved_cultures }
					send_interface_toast = {
						type = event_toast_effect_good
						title = golden_age_jewish_science_in_iberia_decision.player_notif.t
						right_icon = root # Showing root is WAD, lets other players know who started it

						add_character_modifier = {
							modifier = fp2_part_of_golden_age_modifier
							years = 120
						}
					}
				}
			}
		}

		hidden_effect = {
			random_list = {
				100 = {
					trigger_event = { # Translator/book retailer event
						id = iberia_north_africa.2001
						days = { 4 32 }
					}
				}
				110 = {
					trigger_event = { # Cataract Surgery event
						id = iberia_north_africa.2002
						days = { 4 32 }
					}
				}
				90 = {
					trigger_event = { # Bickering scholars event
						id = iberia_north_africa.2003
						days = { 4 32 }
					}
				}
			}
		}

		set_global_variable = {
			name = fp2_current_jewish_science_sponsor
			value = root
			years = 120
		}
	}

	cost = {
		gold = {
			value = 0
			if = {
				limit = {
					has_treasury = no
				}
				add = major_gold_value
				multiply = 2.25
				round = yes
			}
		}
		treasury = {
			value = 0
			if = {
				limit = {
					has_treasury = yes
				}
				add = major_gold_value
				multiply = 2.25
				round = yes
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 730
		empire = 730
		hegemony = 730
	}

	ai_potential = {}

	ai_will_do = {
		base = 0
		modifier = {
			add = {
				value = learning
				multiply = 5
				round = yes
			}
			always = yes
		}
	}
}

#############################################
# Convene Council of Toledo					#
# by Joe Parkin and Ola Jentzsch			#
#############################################
council_of_toledo_decision = {
	title = council_of_toledo_decision_title
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = global_var:council_of_toledo_counter }
				desc = council_of_toledo_decision_desc_count
			}
			desc = council_of_toledo_decision_desc
		}
	}
	selection_tooltip = council_of_toledo_decision_tooltip
	cooldown = { years = council_of_toledo_decision_decision_cooldown_value }
	decision_group_type = major

	sort_order = 80

	is_shown = {
		# DLC check
		has_fp2_dlc_trigger = yes
		# Is Mozarabic (or reformed Mozarabic)
		faith = {
			portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
		}
		any_vassal = { }
	}

	is_valid = {
		# Owns Toledo
		custom_tooltip = {
			text = council_of_toledo_decision_toledo_holder_trigger
			is_toledo_ownership_valid_trigger = yes
		}
		any_vassal = {
			count >= 3
			is_powerful_vassal = yes
			custom_tooltip = {
				text = council_of_toledo_decision_toledo_faith_trigger
				faith = root.faith
			}
		}

		realm_size >= council_of_toledo_realm_size_value
		# update fp2_struggle_council_toledo_decision_trigger if changing this
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		# Not at war
		is_at_war = no
	}

	effect = {
		custom_tooltip = council_of_toledo_decision_tt
		faith:mozarabic_church = {
			change_fervor = {
				value = 10
				desc = fervor_gain_ascetic_example
			}
		}
		# Council counter
		if = {
			limit = { exists = global_var:council_of_toledo_counter }
			change_global_variable = {
				name = council_of_toledo_counter
				add = 1
			}
		}
		else = {
			set_global_variable = {
				name = council_of_toledo_counter
				value = 19
			}
		}
		if = {
			limit = {
				any_character_struggle = { is_struggle_type = iberian_struggle }
			}
			custom_tooltip = council_of_toledo_decision_catalyst_tt
		}
		trigger_event = {
			on_action = fp2_struggle_council_toledo_organize
			days = 1
		}
	}

	cost = {
		gold = {
			value = 0
			if = {
				limit = {
					has_treasury = no
				}
				add = council_of_toledo_gold_cost_value
			}
		}
		treasury = {
			value = 0
			if = {
				limit = {
					has_treasury = yes
				}
				add = council_of_toledo_gold_cost_value
			}
		}
		piety = council_of_toledo_piety_cost_value
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	ai_potential = {
		is_ruler = yes
		short_term_gold >= council_of_toledo_gold_cost_value
	}

	ai_will_do = {
		base = 100
	}
}

#############################################
# Secure Iberian Foothold
# by Joe Parkin and Ola Jentzsch
#############################################
secure_iberian_foothold_decision = {
	title = secure_iberian_foothold_decision_title
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	desc = secure_iberian_foothold_decision_desc
	selection_tooltip = secure_iberian_foothold_decision_tooltip
	sort_order = 80
	decision_group_type = struggle

	is_shown = {
		is_landless_adventurer = no
		# DLC check
		has_fp2_dlc_trigger = yes
		# Struggle is active
		exists = struggle:iberian_struggle
		# Not Involved and capital lies outside Iberia
		custom_tooltip = {
			text = fp2_struggle_uninvolved_or_external_tt
			NOR = {
				any_character_struggle = {
					is_struggle_type = iberian_struggle
					involvement = involved
				}
			}
		}
		# Hold land near Iberia
		any_sub_realm_county = {
			title_province = {
				OR = {
					geographical_region = world_europe_west_iberia # Iberia
					geographical_region = ghw_region_southern_france # Aquitaine
					geographical_region = world_africa_north_west # Maghreb
				}
			}
		}
		NOT = { has_title = title:e_spain }
	}

	is_valid = {
		##### General triggers #####
		# Struggle phase must be right
		custom_tooltip = {
			text = fp2_struggle_uninvolved_or_external_tt
			NOT = {
				capital_province = { geographical_region = world_europe_west_iberia }
			}
		}
		custom_tooltip = {
			text = fp2_struggle_secure_iberian_foothold_empire_tt
			any_held_title = {
				title_tier >= empire
				NOT = { this = title:e_spain }
			}
		}
		# If my religion is involved, I need to own the better portion of those counties
		trigger_if = {
			limit = {
				religion = {
					any_faith = {
						struggle:iberian_struggle = { is_faith_involved_in_struggle = prev }
					}
				}
			}
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_religion_tt
				fp2_struggle_secure_iberian_foothold_religion_percent_value >= fp2_struggle_secure_iberian_foothold_religion_target_percent_value
			}
		}
		# Otherwise, I need to own a big chunk of the peninsula
		trigger_else = {
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_outsider_tt
				any_county_in_region = {
					region = world_europe_west_iberia
					percent >= fp2_struggle_secure_iberian_foothold_outsider_target_percent_decimal_value
					holder.top_liege = root
				}
			}
		}

		##### Iberian kingdom triggers #####

		# Any de jure kingdom of Iberia is completely controlled
		custom_tooltip = {
			text = fp2_struggle_secure_iberian_foothold_kingdom_iberian_tt
			any_held_title = { fp2_struggle_secure_iberian_foothold_iberian_kingdom_trigger = yes }
		}
		# Real tooltips
		trigger_if = {
			limit = { exists = scope:iberian_kingdom_temp }
			# That kingdom is mostly my faith
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt
				fp2_struggle_secure_iberian_foothold_faith_trigger = yes
			}
			# Borders held lands in a non-Iberian kingdom you hold
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt
				scope:iberian_kingdom_temp = { fp2_struggle_secure_iberian_foothold_outsider_kingdom_trigger = yes }
			}
			# Held that kingdom for a while
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt
				scope:iberian_kingdom_temp = { title_held_years >= fp2_struggle_secure_iberian_foothold_years_value }
			}
		}
		# Fake tooltips
		trigger_else = {
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_kingdom_faith_tt
				always = no
			}
			# Borders held lands in a non-Iberian kingdom you hold
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_kingdom_border_tt
				always = no
			}
			custom_tooltip = {
				text = fp2_struggle_secure_iberian_foothold_kingdom_held_tt
				always = no
			}
		}
	}

	is_valid_showing_failures_only = {
		trigger_if = {
			limit = { exists = struggle:iberian_struggle }
			custom_tooltip = {
				text = fp2_struggle_phase_hostility_or_opportunity_tt
				struggle:iberian_struggle = {
					has_struggle_phase_parameter = unlocks_secure_iberian_foothold_decision
				}
			}
		}
	}

	effect = {
		legend_seed_struggle_ending_effect = {
			ENDER = root
			STRUGGLE = iberian_struggle
		}
		if = {
			limit = { has_ach_dlc_trigger = yes }
			add_character_flag = ach_ended_struggle
		}
		if = {
			limit = {
				any_held_title = { title_tier = empire }
			}
			custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_held_effect_tt
		}
		else = { custom_tooltip = fp2_struggle_secure_iberian_foothold_empire_dejure_effect_tt }

		trigger_event = {
			id = fp2_other_decisions.1000
		}

		custom_tooltip = fp2_struggle_secure_iberian_foothold_ends_the_struggle_tt
	}

	cost = {}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 120
		empire = 120
		hegemony = 120
	}

	ai_potential = {}

	ai_will_do = {
		base = 100
	}
}

###################################
# Build Pilgrim Roads
# By Hugo Cortell
###################################
build_holy_pilgrim_roads_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/fp2_decision_struggle_opening.dds"
	}
	sort_order = 300
	decision_group_type = struggle

	is_shown = {
		faith = {
			any_holy_site = {
				holder.top_liege = root
				count > 0
			}
		}
		any_character_struggle = {
			involvement = involved
			has_struggle_phase_parameter = unlocks_build_pilgrim_roads_decision
		}
	}

	is_valid = {
		custom_tooltip = {
			text = build_holy_pilgrim_roads_decision_hardcoded_trigger_text.a
			faith = {
				any_holy_site = {
					holder.top_liege = root
					NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } }
					count > 0
				}
			}
		}
	}

	effect = {
		hidden_effect = {
			faith = {
				random_holy_site = {
					limit = {
						holder.top_liege = root
						NOT = { county = { has_county_modifier = fp2_pilgrim_roads_modifier } }
					}
					save_scope_as = chosen_holy_site_for_pilgrim_roads
					county = {
						save_scope_as = chosen_location_for_pilgrim_roads
						add_county_modifier = {
							modifier = fp2_pilgrim_roads_modifier
							years = 50
						}
					}
				}
			}
		}
		send_interface_toast = {
			type = event_toast_effect_good
			title = build_holy_pilgrim_roads_decision_construction_notif.t
			desc = build_holy_pilgrim_roads_decision_construction_notif.desc

			add_piety = major_piety_gain
			show_as_tooltip = {
				scope:chosen_location_for_pilgrim_roads = {
					add_county_modifier = {
						modifier = fp2_pilgrim_roads_modifier
						years = 50
					}
				}
			}
		}

		if = { # QA QoL
			limit = { debug_only = yes }
			custom_tooltip = debug_generic_option_shortened_trigger_can_disable
			hidden_effect = {
				random_list = {
					1 = {
						trigger_event = {
							id = iberia_north_africa.2011
							days = 4
						}
					}
					1 = {
						trigger_event = {
							id = iberia_north_africa.2012
							days = 4
						}
					}
					1 = {
						trigger_event = {
							id = iberia_north_africa.2013
							days = 4
						}
					}
				}
			}
		}
		else = {
			hidden_effect = {
				random_list = {
					1 = {
						trigger_event = {
							id = iberia_north_africa.2011
							days = { 32 2048 }
						}
					}
					1 = {
						trigger_event = {
							id = iberia_north_africa.2012
							days = { 32 2048 }
						}
					}
					1 = {
						trigger_event = {
							id = iberia_north_africa.2013
							days = { 32 2048 }
						}
					}
				}
			}
		}
	}

	cost = {
		gold = {
			value = 0
			if = {
				limit = {
					has_treasury = no
				}
				add = massive_gold_value
			}
		}
		treasury = {
			value = 0
			if = {
				limit = {
					has_treasury = yes
				}
				add = massive_gold_value
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 730
		duchy = 730
		kingdom = 730
		empire = 730
		hegemony = 730
	}
	ai_potential = {}
	ai_will_do = {
		base = 50
		modifier = {
			add = learning
			always = yes
		}
		modifier = {
			add = -50
			has_trait = cynical
		}
		modifier = {
			add = 10
			has_trait = zealous
		}
		modifier = {
			add = -40
			short_term_gold < massive_gold_value
		}
	}
}

#############################################
# Found Kingdom of Toledo
# by Joe Parkin
#############################################
found_kingdom_toledo_decision = {
	title = found_kingdom_toledo_decision_title
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
	}
	desc = found_kingdom_toledo_decision_desc
	selection_tooltip = found_kingdom_toledo_decision_tooltip
	sort_order = 80

	decision_group_type = major

	is_shown = {
		# DLC check
		has_fp2_dlc_trigger = yes
  		culture = { has_cultural_pillar = heritage_iberian }
		faith = {
			portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
		}
		NOT = {
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:form_toledo_decision
			}
		}
		title:e_spain = {
			any_in_de_jure_hierarchy = {
				any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo }
				de_jure_liege = {
					any_in_de_jure_hierarchy = {
						count > 2
						tier = tier_duchy
					}
				}
			}
		}
	}

	is_valid = {
		top_liege = this
		custom_tooltip = {
			text = found_kingdom_toledo_capital_tt
			capital_county = title:c_toledo
		}
		custom_tooltip = {
			text = found_kingdom_toledo_culture_tt
			culture = { has_cultural_pillar = heritage_iberian }
		}
		custom_tooltip = {
			text = found_kingdom_toledo_faith_tt
			faith = {
				portrait_religious_faith_or_foundational_trigger = { FAITH = faith:mozarabic_church }
			}
		}
		completely_controls = title:d_toledo
		custom_tooltip = {
			text = found_kingdom_toledo_duchy_tt
			any_held_title = {
				title_tier = duchy
				is_titular = no
				NOT = { this = title:d_toledo }
				root = { completely_controls = prev }
				any_title_to_title_neighboring_and_across_water_duchy = { this = title:d_toledo }
			}
		}
	}
	
	is_valid_showing_failures_only = {
		is_landed = yes
	}

	cost = {
		gold = {
			value = 0
			if = {
				limit = {
					has_treasury = no
				}
				add = 250
			}
		}
		treasury = {
			value = 0
			if = {
				limit = {
					has_treasury = yes
				}
				add = 250
			}
		}
	}

	effect = {
		save_scope_as = toledo_former
		gain_heroic_legend_seed_tooltip_effect = yes
		fp2_struggle_found_kingdom_toledo_empire_effect = yes
		save_scope_value_as = {
			name = has_kingdom_toledo_absorb_list_been_created
			value = yes
		}
		trigger_event = fp2_other_decisions.1100
		#Can only happen once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:form_toledo_decision
		}
		set_global_variable = {
			name = form_toledo_decision
			value = scope:toledo_former
		}
	}
	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 120
		kingdom = 120
		empire = 120
		hegemony = 120
	}

	ai_potential = {}

	ai_will_do = {
		base = 100
	}
}

#############################################
# Develop a city
# by Maxence Voleau
#############################################
improve_city_province_decision = {
	title = improve_city_province_decision_name
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
	}
	desc = improve_city_province_decision_desc
	selection_tooltip = improve_city_province_decision_tooltip
	cooldown = { years = 75 }
	
	sort_order = 90

	is_shown = {
		is_landless_adventurer = no
		dynasty ?= {
			has_dynasty_perk = fp2_urbanism_legacy_5
		}
	}

	is_valid_showing_failures_only = {
		custom_tooltip = {
			text = improve_city_province_decision_at_least_one_city_tt
			any_sub_realm_county = {
				count > 0
				holder = root
				any_county_province = {
					building_slots <= 5
					has_holding_type = city_holding
				}
			}
		}
	}

	effect = {

		#Generate intelligible effect
		if = {
			limit = {
				any_sub_realm_county = {
					count > 0
					holder = root
					any_county_province = {
						building_slots <= 5
						has_holding_type = city_holding
					}
				}
			}
			every_sub_realm_county = {
				# only county directly owned by the character
				limit = { holder = root }
				every_county_province = {
					limit = {
						has_holding_type = city_holding
						building_slots <= 5
					}
					save_scope_as = current_province
					prev.holder = {
						send_interface_toast = {
							type = event_toast_effect_good
							title = city_gained_building_slots
							left_icon = scope:current_province.barony

							scope:current_province = {
								add_province_modifier = extra_building_slot
							}
						}
					}

				}
			}
		}
		else = {
			custom_tooltip = improve_city_province_decision_decision_no_effect
		}
	}

	cost = {
		gold = {
			value = 0
			if = {
				limit = {
					has_treasury = no
				}
				add = improve_city_province_decision_cost
				multiply = {
					value = 1
					every_sub_realm_county = {
						# only county directly owned by the character
						limit = { holder = root }
						every_county_province = {
							limit = {
								building_slots <= 5
								has_holding_type = city_holding
							}
							add = 1
						}
					}
				}
			}
		}
		treasury = {
			value = 0
			if = {
				limit = {
					has_treasury = yes
				}
				add = improve_city_province_decision_cost
				multiply = {
					value = 1
					every_sub_realm_county = {
						# only county directly owned by the character
						limit = { holder = root }
						every_county_province = {
							limit = {
								building_slots <= 5
								has_holding_type = city_holding
							}
							add = 1
						}
					}
				}
			}
		}
	}

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 120
		kingdom = 120
		empire = 120
		hegemony = 120
	}

	ai_potential = {
		is_at_war = no
		# Has enough gold.
		short_term_gold >= ai_war_chest_desired_gold_value
		NOR = {
			has_trait = lazy
			has_trait = callous
		}
	}

	ai_will_do = {
		base = 100
	}
}
