﻿establish_beylik_eretnid_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	# picture = {
	# 	reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
	# }
	decision_group_type = major
	sort_order = 0

	ai_check_interval = 60

	desc = establish_beylik_eretnid_decision_desc
	selection_tooltip = establish_beylik_eretnid_decision_tooltip

	is_shown = {
		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
		exists = title:k_eretnid
		exists = dynasty
		NOT = {	# only once
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:establish_beylik_eretnid_decision
			}
		}
		OR = {
			has_government = clan_government
			has_government = feudal_government
			has_government = tribal_government			
		}
		turkish_beylik_decision_common_triggers = yes
		is_landed_or_landless_administrative = yes
	}

	is_valid = {
		turkish_beylik_decision_common_triggers = yes
		custom_kingdom_decision_independence_trigger = yes

		# land requirements
		completely_controls_region = special_eretnid_kingdom_region

		# don't be a nobody
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
	}

	effect = {
		# only once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:establish_beylik_eretnid_decision
		}

		# grant title, de jure changes
		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = no
		}
		title:k_eretnid = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
			set_capital_county = title:c_charsianon
		}
		resolve_title_and_vassal_change = scope:title_change
		if = {
			limit = { primary_title.tier <= title:k_eretnid.tier }
			set_primary_title_to = title:k_eretnid
		}
	
		# assign de jure land
		every_duchy = {
			limit = {
				title_capital_county.title_province ?= { geographical_region = special_eretnid_kingdom_region }
				is_titular = no # has de jure land; filters out mercenaries, etc.
			}
			set_de_jure_liege_title = title:k_eretnid
		}

		if = {
			limit = { title:d_armeniac.de_jure_liege = title:k_rum }
			title:d_armeniac = { set_de_jure_liege_title = title:d_chaldia.de_jure_liege }
		}

		# culture & faith change
		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
		if = {
			limit = { exists = title:k_eretnid.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
			title:k_eretnid.title_capital_county = {
				set_county_culture = root.culture
				set_county_faith = root.faith
			}
		}
	}

	cost = {
		gold = 300
		prestige = 200
		piety = 25
	}

	ai_potential = {
		trigger_if = {
			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
			always = no
		}
		primary_title.tier = tier_duchy
	}

	ai_will_do = { base = 100 }
}

establish_beylik_candar_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = major
	sort_order = 0

	ai_check_interval = 60

	desc = establish_beylik_candar_decision_desc
	selection_tooltip = establish_beylik_candar_decision_tooltip

	is_shown = {
		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
		trigger_if = {
			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
			is_ai = no
		}
		exists = title:k_candar
		exists = dynasty
		NOT = {	# only once
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:establish_beylik_candar_decision
			}
		}
		OR = {
			has_government = clan_government
			has_government = feudal_government
			has_government = tribal_government			
		}
		turkish_beylik_decision_common_triggers = yes
		is_landed_or_landless_administrative = yes
	}

	is_valid = {
		turkish_beylik_decision_common_triggers = yes
		custom_kingdom_decision_independence_trigger = yes

		# land requirements
		completely_controls_region = special_candar_kingdom_region

		# don't be a nobody
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
	}

	effect = {
		# only once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:establish_beylik_candar_decision
		}

		# grant title, de jure changes
		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = no
		}
		title:k_candar = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
			set_capital_county = title:c_helenopontus
		}
		resolve_title_and_vassal_change = scope:title_change
		if = {
			limit = { primary_title.tier <= title:k_candar.tier }
			set_primary_title_to = title:k_candar
		}
	
		# assign de jure land
		every_duchy = {
			limit = {
				title_capital_county.title_province ?= { geographical_region = special_candar_kingdom_region }
				is_titular = no # has de jure land; filters out mercenaries, etc.
			}
			set_de_jure_liege_title = title:k_candar
		}

		# culture & faith change
		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
		if = {
			limit = { exists = title:k_candar.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
			title:k_candar.title_capital_county = {
				set_county_culture = root.culture
				set_county_faith = root.faith
			}
		}
	}

	cost = {
		gold = 300
		prestige = 200
		piety = 25
	}

	ai_potential = { primary_title.tier = tier_duchy }

	ai_will_do = { base = 100 }
}

establish_beylik_karaman_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = major
	sort_order = 0

	ai_check_interval = 60

	desc = establish_beylik_karaman_decision_desc
	selection_tooltip = establish_beylik_karaman_decision_tooltip

	is_shown = {
		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
		trigger_if = {
			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
			is_ai = no
		}
		exists = title:k_karaman
		exists = dynasty
		NOT = {	# only once
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:establish_beylik_karaman_decision
			}
		}
		OR = {
			has_government = clan_government
			has_government = feudal_government
			has_government = tribal_government			
		}
		turkish_beylik_decision_common_triggers = yes
		is_landed_or_landless_administrative = yes
	}

	is_valid = {
		turkish_beylik_decision_common_triggers = yes
		custom_kingdom_decision_independence_trigger = yes

		# land requirements
		completely_controls_region = special_karaman_kingdom_region

		# don't be a nobody
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
	}

	effect = {
		# only once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:establish_beylik_karaman_decision
		}

		# grant title, de jure changes
		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = no
		}
		title:k_karaman = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
			set_capital_county = title:c_lycaonia
		}
		resolve_title_and_vassal_change = scope:title_change
		if = {
			limit = { primary_title.tier <= title:k_karaman.tier }
			set_primary_title_to = title:k_karaman
		}
	
		# assign de jure land
		every_duchy = {
			limit = {
				title_capital_county.title_province ?= { geographical_region = special_karaman_kingdom_region }
				is_titular = no # has de jure land; filters out mercenaries, etc.
			}
			set_de_jure_liege_title = title:k_karaman
		}

		# culture & faith change
		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
		if = {
			limit = { exists = title:k_karaman.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
			title:k_karaman.title_capital_county = {
				set_county_culture = root.culture
				set_county_faith = root.faith
			}
		}
	}

	cost = {
		gold = 300
		prestige = 200
		piety = 25
	}

	ai_potential = { primary_title.tier = tier_duchy }

	ai_will_do = { base = 100 }
}

# establish_beylik_tekke_decision = {
# 	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
#	}
# 	decision_group_type = major
# 	sort_order = 0

# 	ai_check_interval = 60

# 	desc = establish_beylik_tekke_decision_desc
# 	selection_tooltip = establish_beylik_tekke_decision_tooltip

# 	is_shown = {
# 		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
# 		trigger_if = {
# 			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
# 			is_ai = no
# 		}
# 		exists = title:k_tekke
# 		exists = dynasty
# 		NOT = {	# only once
# 			is_target_in_global_variable_list = {
# 				name = unavailable_unique_decisions
# 				target = flag:establish_beylik_tekke_decision
# 			}
# 		}
# 		OR = {
# 			has_government = clan_government
# 			has_government = feudal_government
# 			has_government = tribal_government			
# 		}
# 		turkish_beylik_decision_common_triggers = yes
#		is_landed_or_landless_administrative = yes
# 	}

# 	is_valid = {
# 		turkish_beylik_decision_common_triggers = yes
# 		custom_kingdom_decision_independence_trigger = yes

# 		# land requirements
# 		completely_controls_region = special_tekke_kingdom_region

# 		# don't be a nobody
# 		prestige_level >= 2
# 	}

# 	is_valid_showing_failures_only = {
# 		is_available_adult = yes
# 	}

# 	effect = {
# 		# only once
# 		add_to_global_variable_list = {
# 			name = unavailable_unique_decisions
# 			target = flag:establish_beylik_tekke_decision
# 		}

# 		# grant title, de jure changes
# 		create_title_and_vassal_change = {
# 			type = created
# 			save_scope_as = title_change
# 			add_claim_on_loss = no
# 		}
# 		title:k_tekke = {
# 			change_title_holder = {
# 				holder = root
# 				change = scope:title_change
# 			}
# 			set_capital_county = title:c_lycia
# 		}
# 		resolve_title_and_vassal_change = scope:title_change
		# if = {
		# 	limit = { primary_title.tier <= title:k_tekke.tier }
		# 	set_primary_title_to = title:k_tekke
		# }
	
# 		# assign de jure land
# 		every_duchy = {
# 			limit = {
# 				title_capital_county.title_province ?= { geographical_region = special_tekke_kingdom_region }
# 				is_titular = no # has de jure land; filters out mercenaries, etc.
# 			}
# 			set_de_jure_liege_title = title:k_tekke
# 		}

# 		# culture & faith change
# 		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
# 		if = {
# 			limit = { exists = title:k_tekke.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
# 			title:k_tekke.title_capital_county = {
# 				set_county_culture = root.culture
# 				set_county_faith = root.faith
# 			}
# 		}
# 	}

# 	cost = {
# 		gold = 300
# 		prestige = 200
# 		piety = 25
# 	}

# 	ai_potential = { primary_title.tier = tier_duchy }

# 	ai_will_do = { base = 100 }
# }

establish_beylik_saruhan_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = major
	sort_order = 0

	ai_check_interval = 60

	desc = establish_beylik_saruhan_decision_desc
	selection_tooltip = establish_beylik_saruhan_decision_tooltip

	is_shown = {
		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
		trigger_if = {
			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
			is_ai = no
		}
		exists = title:k_saruhan
		exists = dynasty
		NOT = {	# only once
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:establish_beylik_saruhan_decision
			}
		}
		OR = {
			has_government = clan_government
			has_government = feudal_government
			has_government = tribal_government			
		}
		turkish_beylik_decision_common_triggers = yes
		is_landed_or_landless_administrative = yes
		OR = { # to not mess with the 4th Crusade mechanics
			has_game_rule = never_vlaanderen_invasion
			is_target_in_global_variable_list = {
				name = historicinvasions_story_ended
				target = flag:vlaanderen_story_ended
			}
		}
	}

	is_valid = {
		turkish_beylik_decision_common_triggers = yes
		custom_kingdom_decision_independence_trigger = yes

		# land requirements
		completely_controls_region = special_saruhan_kingdom_region

		# don't be a nobody
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
	}

	effect = {
		# only once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:establish_beylik_saruhan_decision
		}

		# grant title, de jure changes
		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = no
		}
		title:k_saruhan = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
			set_capital_county = title:c_ionia
		}
		resolve_title_and_vassal_change = scope:title_change
		if = {
			limit = { primary_title.tier <= title:k_saruhan.tier }
			set_primary_title_to = title:k_saruhan
		}
	
		# assign de jure land
		every_duchy = {
			limit = {
				title_capital_county.title_province ?= { geographical_region = special_saruhan_kingdom_region }
				is_titular = no # has de jure land; filters out mercenaries, etc.
			}
			set_de_jure_liege_title = title:k_saruhan
		}

		# culture & faith change
		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
		if = {
			limit = { exists = title:k_saruhan.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
			title:k_saruhan.title_capital_county = {
				set_county_culture = root.culture
				set_county_faith = root.faith
			}
		}
	}

	cost = {
		gold = 300
		prestige = 200
		piety = 25
	}

	ai_potential = { primary_title.tier = tier_duchy }

	ai_will_do = { base = 100 }
}

# establish_beylik_ottoman_decision = {
# 	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
#	}
# 	decision_group_type = major
# 	sort_order = 0

# 	ai_check_interval = 60

# 	desc = establish_beylik_ottoman_decision_desc
# 	selection_tooltip = establish_beylik_ottoman_decision_tooltip

# 	is_shown = {
# 		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
# 		trigger_if = {
# 			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
# 			is_ai = no
# 		}
# 		exists = title:k_ottoman
# 		exists = title:e_ottoman
# 		has_title = title:e_ottoman
# 		exists = dynasty
# 		NOT = {	# only once
# 			is_target_in_global_variable_list = {
# 				name = unavailable_unique_decisions
# 				target = flag:establish_beylik_ottoman_decision
# 			}
# 		}
# 		OR = {
# 			has_government = clan_government
# 			has_government = feudal_government
# 			has_government = tribal_government			
# 		}
#		turkish_beylik_decision_common_triggers = yes
#		is_landed_or_landless_administrative = yes
# 		OR = { # to not mess with the 4th Crusade mechanics
# 			has_game_rule = never_vlaanderen_invasion
# 			is_target_in_global_variable_list = {
# 				name = historicinvasions_story_ended
# 				target = flag:vlaanderen_story_ended
# 			}
# 		}
# 	}

# 	is_valid = {
# 		has_title = title:e_ottoman
#		custom_kingdom_decision_independence_trigger = yes

# 		# land requirements
# 		completely_controls_region = special_ottoman_kingdom_region

# 		# don't be a nobody
# 		prestige_level >= 2
# 	}

# 	is_valid_showing_failures_only = {
# 		is_available_adult = yes
# 	}

# 	effect = {
# 		# only once
# 		add_to_global_variable_list = {
# 			name = unavailable_unique_decisions
# 			target = flag:establish_beylik_ottoman_decision
# 		}

# 		# grant title, de jure changes
# 		create_title_and_vassal_change = {
# 			type = created
# 			save_scope_as = title_change
# 			add_claim_on_loss = no
# 		}
# 		title:k_ottoman = {
# 			change_title_holder = {
# 				holder = root
# 				change = scope:title_change
# 			}
# 			set_capital_county = title:c_nikaea
# 		}
# 		resolve_title_and_vassal_change = scope:title_change
	
# 		# assign de jure land
# 		every_duchy = {
# 			limit = {
# 				title_capital_county.title_province ?= { geographical_region = special_ottoman_kingdom_region }
# 				is_titular = no # has de jure land; filters out mercenaries, etc.
# 			}
# 			set_de_jure_liege_title = title:k_ottoman
# 		}

# 		if = {
# 			limit = { title:d_paphlagonia.de_jure_liege = title:k_nikaea }
# 			title:d_paphlagonia = { set_de_jure_liege_title = title:d_armeniac.de_jure_liege }
# 		}

# 		# culture & faith change
# 		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
# 		if = {
# 			limit = { exists = title:k_ottoman.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
# 			title:k_ottoman.title_capital_county = {
# 				set_county_culture = root.culture
# 				set_county_faith = root.faith
# 			}
# 		}
# 	}

# 	cost = {
# 		gold = 300
# 		prestige = 200
# 		piety = 25
# 	}

# 	ai_potential = {
# 		primary_title.tier = tier_empire
# 		has_primary_title = title:e_ottoman
# 	}

# 	ai_will_do = { base = 100 }
# }

### others ###

# establish_kingdom_qara_qoyunlu_decision = {
# 	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
#	}
# 	decision_group_type = major
# 	sort_order = 0

# 	ai_check_interval = 60

# 	desc = establish_kingdom_qara_qoyunlu_decision_desc
# 	selection_tooltip = establish_kingdom_qara_qoyunlu_decision_tooltip

# 	is_shown = {
# 		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
# 		trigger_if = {
# 			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
# 			is_ai = no
# 		}
# 		exists = title:k_qara_qoyunlu
# 		exists = dynasty
# 		NOT = {	# only once
# 			is_target_in_global_variable_list = {
# 				name = unavailable_unique_decisions
# 				target = flag:establish_kingdom_qara_qoyunlu_decision
# 			}
# 		}
# 		OR = {
# 			has_government = clan_government
# 			has_government = feudal_government
# 			has_government = tribal_government			
# 		}
# 		turkish_beylik_decision_common_triggers = yes
#		is_landed_or_landless_administrative = yes
# 	}

# 	is_valid = {
# 		turkish_beylik_decision_common_triggers = yes
#		custom_kingdom_decision_independence_trigger = yes

# 		# land requirements
# 		completely_controls_region = special_qara_qoyunlu_kingdom_region

# 		# don't be a nobody
# 		prestige_level >= 2
# 	}

# 	is_valid_showing_failures_only = {
# 		is_available_adult = yes
# 	}

# 	effect = {
# 		# only once
# 		add_to_global_variable_list = {
# 			name = unavailable_unique_decisions
# 			target = flag:establish_kingdom_qara_qoyunlu_decision
# 		}

# 		# grant title, de jure changes
# 		create_title_and_vassal_change = {
# 			type = created
# 			save_scope_as = title_change
# 			add_claim_on_loss = no
# 		}
# 		title:k_qara_qoyunlu = {
# 			change_title_holder = {
# 				holder = root
# 				change = scope:title_change
# 			}
# 		}
# 		resolve_title_and_vassal_change = scope:title_change
		# if = {
		# 	limit = { primary_title.tier <= title:k_qara_qoyunlu.tier }
		# 	set_primary_title_to = title:k_qara_qoyunlu
		# }
	
# 		title:k_qara_qoyunlu = { set_de_jure_liege_title = title:e_persia }

# 		# assign de jure land
# 		every_duchy = {
# 			limit = {
# 				title_capital_county.title_province ?= { geographical_region = special_qara_qoyunlu_kingdom_region }
# 				is_titular = no # has de jure land; filters out mercenaries, etc.
# 			}
# 			set_de_jure_liege_title = title:k_qara_qoyunlu
# 		}

# 		# culture & faith change
# 		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
# 		if = {
# 			limit = { exists = title:k_qara_qoyunlu.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
# 			title:k_qara_qoyunlu.title_capital_county = {
# 				set_county_culture = root.culture
# 				set_county_faith = root.faith
# 			}
# 		}
# 	}

# 	cost = {
# 		gold = 300
# 		prestige = 200
# 		piety = 25
# 	}

# 	ai_potential = { primary_title.tier = tier_duchy }

# 	ai_will_do = { base = 100 }
# }

# establish_kingdom_aq_qoyunlu_decision = {
# 	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
#	}
# 	decision_group_type = major
# 	sort_order = 0

# 	ai_check_interval = 60

# 	desc = establish_kingdom_aq_qoyunlu_decision_desc
# 	selection_tooltip = establish_kingdom_aq_qoyunlu_decision_tooltip

# 	is_shown = {
# 		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
# 		trigger_if = {
# 			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
# 			is_ai = no
# 		}
# 		exists = title:k_aq_qoyunlu
# 		exists = dynasty
# 		NOT = {	# only once
# 			is_target_in_global_variable_list = {
# 				name = unavailable_unique_decisions
# 				target = flag:establish_kingdom_aq_qoyunlu_decision
# 			}
# 		}
# 		OR = {
# 			has_government = clan_government
# 			has_government = feudal_government
# 			has_government = tribal_government			
# 		}
# 		turkish_beylik_decision_common_triggers = yes
#		is_landed_or_landless_administrative = yes
# 	}

# 	is_valid = {
# 		turkish_beylik_decision_common_triggers = yes
#		custom_kingdom_decision_independence_trigger = yes

# 		# land requirements
# 		completely_controls_region = special_aq_qoyunlu_kingdom_region

# 		# don't be a nobody
# 		prestige_level >= 2
# 	}

# 	is_valid_showing_failures_only = {
# 		is_available_adult = yes
# 	}

# 	effect = {
# 		# only once
# 		add_to_global_variable_list = {
# 			name = unavailable_unique_decisions
# 			target = flag:establish_kingdom_aq_qoyunlu_decision
# 		}

# 		# grant title, de jure changes
# 		create_title_and_vassal_change = {
# 			type = created
# 			save_scope_as = title_change
# 			add_claim_on_loss = no
# 		}
# 		title:k_aq_qoyunlu = {
# 			change_title_holder = {
# 				holder = root
# 				change = scope:title_change
# 			}
# 		}
# 		resolve_title_and_vassal_change = scope:title_change
		# if = {
		# 	limit = { primary_title.tier <= title:k_aq_qoyunlu.tier }
		# 	set_primary_title_to = title:k_aq_qoyunlu
		# }
	
# 		title:k_aq_qoyunlu = { set_de_jure_liege_title = title:e_persia }

# 		# assign de jure land
# 		every_duchy = {
# 			limit = {
# 				title_capital_county.title_province ?= { geographical_region = special_aq_qoyunlu_kingdom_region }
# 				is_titular = no # has de jure land; filters out mercenaries, etc.
# 			}
# 			set_de_jure_liege_title = title:k_aq_qoyunlu
# 		}

# 		# culture & faith change
# 		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
# 		if = {
# 			limit = { exists = title:k_aq_qoyunlu.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
# 			title:k_aq_qoyunlu.title_capital_county = {
# 				set_county_culture = root.culture
# 				set_county_faith = root.faith
# 			}
# 		}
# 	}

# 	cost = {
# 		gold = 300
# 		prestige = 200
# 		piety = 25
# 	}

# 	ai_potential = { primary_title.tier = tier_duchy }

# 	ai_will_do = { base = 100 }
# }

establish_kingdom_azerbaijan_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = major
	sort_order = 0

	ai_check_interval = 60

	desc = establish_kingdom_azerbaijan_decision_desc
	selection_tooltip = establish_kingdom_azerbaijan_decision_tooltip

	is_shown = {
		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
		trigger_if = {
			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
			is_ai = no
		}
		exists = title:k_azerbaijan
		exists = dynasty
		NOT = {	# only once
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:establish_kingdom_azerbaijan_decision
			}
		}
		OR = {
			has_government = clan_government
			has_government = feudal_government
			has_government = tribal_government			
		}
		turkish_beylik_decision_common_triggers = yes
		is_landed_or_landless_administrative = yes
	}

	is_valid = {
		turkish_beylik_decision_common_triggers = yes
		custom_kingdom_decision_independence_trigger = yes

		# land requirements
		completely_controls_region = special_azerbaijan_kingdom_region

		# don't be a nobody
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
	}

	effect = {
		# only once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:establish_kingdom_azerbaijan_decision
		}

		# grant title, de jure changes
		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = no
		}
		title:k_azerbaijan = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
		}
		resolve_title_and_vassal_change = scope:title_change
		if = {
			limit = { primary_title.tier <= title:k_azerbaijan.tier }
			set_primary_title_to = title:k_azerbaijan
		}

		title:k_azerbaijan = { set_de_jure_liege_title = title:d_azerbaijan.de_jure_liege.de_jure_liege }
	
		# assign de jure land
		every_duchy = {
			limit = {
				title_capital_county.title_province ?= { geographical_region = special_azerbaijan_kingdom_region }
				is_titular = no # has de jure land; filters out mercenaries, etc.
			}
			set_de_jure_liege_title = title:k_azerbaijan
		}

		# culture & faith change
		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
		if = {
			limit = { exists = title:k_azerbaijan.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
			title:k_azerbaijan.title_capital_county = {
				set_county_culture = root.culture
				set_county_faith = root.faith
			}
		}
	}

	cost = {
		gold = 300
		prestige = 200
		piety = 25
	}

	ai_potential = { primary_title.tier = tier_duchy }

	ai_will_do = { base = 100 }
}

establish_kingdom_kurdistan_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	decision_group_type = major
	sort_order = 0

	ai_check_interval = 60

	desc = establish_kingdom_kurdistan_decision_desc
	selection_tooltip = establish_kingdom_kurdistan_decision_tooltip

	is_shown = {
		NOT = { has_game_rule = historicinvasions_custom_title_decisions_disabled }
		trigger_if = {
			limit = { has_game_rule = historicinvasions_custom_title_decisions_only_players }
			is_ai = no
		}
		exists = title:k_kurdistan
		exists = dynasty
		NOT = {	# only once
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:establish_kingdom_kurdistan_decision
			}
		}
		OR = {
			has_government = clan_government
			has_government = feudal_government
			has_government = tribal_government			
		}
		kurdish_kingdom_decision_trigger = yes
		is_landed_or_landless_administrative = yes
	}

	is_valid = {
		kurdish_kingdom_decision_trigger = yes
		custom_kingdom_decision_independence_trigger = yes

		# land requirements
		completely_controls_region = special_kurdistan_kingdom_region

		# don't be a nobody
		prestige_level >= 2
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
	}

	effect = {
		# only once
		add_to_global_variable_list = {
			name = unavailable_unique_decisions
			target = flag:establish_kingdom_kurdistan_decision
		}

		# grant title, de jure changes
		create_title_and_vassal_change = {
			type = created
			save_scope_as = title_change
			add_claim_on_loss = no
		}
		title:k_kurdistan = {
			change_title_holder = {
				holder = root
				change = scope:title_change
			}
		}
		resolve_title_and_vassal_change = scope:title_change
		if = {
			limit = { primary_title.tier <= title:k_kurdistan.tier }
			set_primary_title_to = title:k_kurdistan
		}

		# assign an empire
		title:k_kurdistan = { set_de_jure_liege_title = title:d_kurdistan.de_jure_liege.de_jure_liege }

		# assign de jure land
		every_duchy = {
			limit = {
				title_capital_county.title_province ?= { geographical_region = special_kurdistan_kingdom_region }
				is_titular = no # has de jure land; filters out mercenaries, etc.
			}
			set_de_jure_liege_title = title:k_kurdistan
		}

		# culture & faith change
		custom_tooltip = establish_beylik_decision_culture_faith_change_tt
		if = {
			limit = { exists = title:k_kurdistan.title_capital_county } # prevents error log spam if the title doesn't have a capital at game start
			title:k_kurdistan.title_capital_county = {
				set_county_culture = root.culture
				set_county_faith = root.faith
			}
		}

		# event to convert to Yazidism?
		trigger_event = historicinvasions_event.4000
	}

	cost = {
		gold = 300
		prestige = 200
		piety = 25
	}

	ai_potential = { primary_title.tier = tier_duchy }

	ai_will_do = { base = 100 }
}