﻿
@levies = 750
@levies_realm_size_mult = 12
@grandeur_1 = 3
@grandeur_2 = 3
@grandeur_trib_1 = 3
@grandeur_trib_2 = 3


ducal_Army_decision = {
	picture = { reference = "gfx/interface/illustrations/decisions/decision_unify_burgundy_kingdom.dds" }
	decision_group_type = major

	title = ducal_Army_decision_title
	desc = ducal_Army_decision_desc
	selection_tooltip = ducal_Army_decision_tooltip
	confirm_text = ducal_Army_decision_confirm


	is_shown = {
		is_landless_adventurer = no
		is_landed = yes
	 #	has_royal_court = yes	
		has_game_rule = GPT_decisions_enabled
		highest_held_title_tier = 3
	 	NOT = { has_character_flag = hired_private_army }
		NOR = {
			# faith = { has_doctrine_parameter = unreformed }
			OR = {
				culture = { has_cultural_tradition = tradition_horse_lords }
				culture = { has_cultural_tradition = tradition_devoted_horsemanship }
			}
			culture = { has_cultural_tradition = tradition_saharan_nomads }
			culture = { has_cultural_tradition = tradition_desert_nomads }
			OR = {
				government_has_flag = government_is_tribal
				government_has_flag = government_is_nomadic
			}
		}
	}

	is_valid = {
		is_adult = yes
		is_at_war = no
		is_imprisoned = no
		dread >= 40
		prestige_level >= 3
		legitimacy_level >= 2
		custom_description = {
			text = gpt_independent_or_military_rights
			OR = {
				is_independent_ruler = yes
				AND = {
					is_independent_ruler = no
					vassal_contract_has_flag = vassal_contract_war_override
				}
			}
		}
	}
	
	cost = {
		prestige = 2500
		gold = 250
	}

	effect = {

		if = {
			limit = {
				is_ai = no
			}
			add_stress = 50
		}

		add_character_flag = {
			flag = hired_private_army
		}
		spawn_army = {
			levies = {
				add = {
					value = @levies
					add = {
						value = sub_realm_size
						multiply = @levies_realm_size_mult
					}
				}
			}
			men_at_arms = {
				type = light_footmen
				stacks = {
					add = {
						value = @grandeur_2
						divide = 2
					}
				}
			}
			men_at_arms = {
				type = pikemen_unit
				stacks = {
					add = {
						value = @grandeur_2
					#	divide = 3
					}
				}
			}
			men_at_arms = {
				type = bowmen
				stacks = {
					add = {
						value = @grandeur_2
					#	divide = 2
					}
				}
			}
			men_at_arms = {
				type = light_horsemen
				stacks = {
					add = {
						value = @grandeur_2
						divide = 3
					}
				}
			}
			location = root.capital_province
			inheritable = no
			name = ducal_army
		}

		custom_tooltip = ducal_army_tooltip1
		custom_tooltip = ducal_army_tooltip2
	 #	custom_tooltip = ducal_army_tooltip3

		send_interface_toast = {
			title = ducal_army_notification
			custom_tooltip = ducal_army_tooltip4
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}

	ai_check_interval = 12

#	cooldown = { 
#		years = 20
#	}
}

kingsguard_decision = {
	picture = { reference = "gfx/interface/illustrations/decisions/decision_reclaim_britannia.dds" }
	decision_group_type = major

	title = kingsguard_decision_title
	desc = kingsguard_decision_desc
	selection_tooltip = kingsguard_decision_tooltip
	confirm_text = kingsguard_decision_confirm


	is_shown = {
		is_landless_adventurer = no
		is_landed = yes
		has_game_rule = GPT_decisions_enabled
		highest_held_title_tier = 4
	 	NOT = {
	 		has_character_flag = hired_private_army
	 	}
		NOR = {
			# faith = { has_doctrine_parameter = unreformed }
			OR = {
				culture = { has_cultural_tradition = tradition_horse_lords }
				culture = { has_cultural_tradition = tradition_devoted_horsemanship }
			}
			culture = { has_cultural_tradition = tradition_saharan_nomads }
			culture = { has_cultural_tradition = tradition_desert_nomads }
			OR = {
				government_has_flag = government_is_tribal
				government_has_flag = government_is_nomadic
			}
		}
	}

	is_valid = {
		is_adult = yes
		is_at_war = no
		is_imprisoned = no
		dread >= 40
		prestige_level >= 3
		legitimacy_level >= 3
		custom_description = {
			text = gpt_independent_or_military_rights
			OR = {
				is_independent_ruler = yes
				AND = {
					is_independent_ruler = no
					vassal_contract_has_flag = vassal_contract_war_override
				}
			}
		}
	}
	
	cost = {
		prestige = 3000
		gold = 500
	}

	effect = {

		if = {
			limit = {
				is_ai = no
			}
			add_stress = 50
		}

		add_character_flag = {
			flag = hired_private_army
		}
		spawn_army = {
			levies = {
				add = {
					value = @levies
					add = {
						value = sub_realm_size
						multiply = @levies_realm_size_mult
					}
				}
			}
			men_at_arms = {
				type = armored_footmen
				stacks = {
					add = {
						value = @grandeur_2
						divide = 2
					}
				}
			}
			men_at_arms = {
				type = pikemen_unit
				stacks = {
					add = {
						value = @grandeur_2
					#	divide = 3
					}
				}
			}
			men_at_arms = {
				type = crossbowmen
				stacks = {
					add = {
						value = @grandeur_2
						divide = 2
					}
				}
			}
			men_at_arms = {
				type = light_horsemen
				stacks = {
					add = {
						value = @grandeur_2
					#	divide = 3
					}
				}
			}
			location = root.capital_province
			inheritable = no
			name = royal_army
		}

		custom_tooltip = kingsguard_tooltip1
		custom_tooltip = kingsguard_tooltip2
	 #	custom_tooltip = kingsguard_tooltip3

		send_interface_toast = {
			title = kingsguard_notification
			custom_tooltip = kingsguard_tooltip4
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}

	ai_check_interval = 12

#	cooldown = { 
#		years = 20
#	}
}


imperial_army_decision = {
	picture = { reference = "gfx/interface/illustrations/decisions/decision_set_capital_constantinople.dds" }
	decision_group_type = major

	title = imperial_army_decision_title
	desc = imperial_army_decision_desc
	selection_tooltip = imperial_army_decision_tooltip
	confirm_text = imperial_army_decision_confirm


	is_shown = {
		is_landless_adventurer = no
		is_landed = yes
		has_game_rule = GPT_decisions_enabled
		highest_held_title_tier = 5
	 	NOT = {
	 		has_character_flag = hired_private_army
	 	}
		NOR = {
			# faith = { has_doctrine_parameter = unreformed }
			OR = {
				culture = { has_cultural_tradition = tradition_horse_lords }
				culture = { has_cultural_tradition = tradition_devoted_horsemanship }
			}
			culture = { has_cultural_tradition = tradition_saharan_nomads }
			culture = { has_cultural_tradition = tradition_desert_nomads }
			OR = {
				government_has_flag = government_is_tribal
				government_has_flag = government_is_nomadic
			}
		}
	}

	is_valid = {
		is_adult = yes
		is_at_war = no
		is_imprisoned = no
		is_independent_ruler = yes
		dread >= 40
		prestige_level >= 3
		legitimacy_level >= 4
	}
	
	cost = {
		prestige = 3500
		gold = 750
	}

	effect = {

		if = {
			limit = {
				is_ai = no
			}
			add_stress = 50
		}

		add_character_flag = {
			flag = hired_private_army
		}
		spawn_army = {
			levies = {
				add = {
					value = @levies
					add = {
						value = sub_realm_size
						multiply = @levies_realm_size_mult
					}
				}
			}
			men_at_arms = {
				type = armored_footmen
				stacks = {
					add = {
						value = @grandeur_2
					#	divide = 2
					}
				}
			}
			men_at_arms = {
				type = pikemen_unit
				stacks = {
					add = {
						value = @grandeur_2
					#	divide = 3
					}
				}
			}
			men_at_arms = {
				type = crossbowmen
				stacks = {
					add = {
						value = @grandeur_2
						divide = 2
					}
				}
			}
			men_at_arms = {
				type = armored_horsemen
				stacks = {
					add = {
						value = @grandeur_2
						divide = 2
					}
				}
			}
			location = root.capital_province
			inheritable = no
			name = imperial_army
		}

		custom_tooltip = imperial_army_tooltip1
		custom_tooltip = imperial_army_tooltip2
	 #	custom_tooltip = imperial_army_tooltip3

		send_interface_toast = {
			title = imperial_army_notification
			custom_tooltip = imperial_army_tooltip4
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}

	ai_check_interval = 12

#	cooldown = { 
#		years = 20
#	}
}

tribal_Army_decision = {
	picture = { reference = "gfx/interface/illustrations/decisions/decision_recruit_forest_specialist.dds" }
	decision_group_type = major

	title = tribal_Army_decision_title
	desc = tribal_Army_decision_desc
	selection_tooltip = tribal_Army_decision_tooltip
	confirm_text = tribal_Army_decision_confirm


	is_shown = {
		is_landless_adventurer = no
		is_landed = yes
		has_game_rule = GPT_decisions_enabled
	 #	has_royal_court = yes
	 	OR = {
			OR = {
				government_has_flag = government_is_tribal
				government_has_flag = government_is_nomadic
			}
			# faith = { has_doctrine_parameter = unreformed }
		}

	 	NOT = {
	 		has_character_flag = hired_private_army
	 	}
		NOR = {
			OR = {
				culture = { has_cultural_tradition = tradition_horse_lords }
				culture = { has_cultural_tradition = tradition_devoted_horsemanship }
			}
			culture = { has_cultural_tradition = tradition_saharan_nomads }
			culture = { has_cultural_tradition = tradition_desert_nomads }
		}
	}

	is_valid = {
		highest_held_title_tier >= 3
		is_adult = yes
		is_at_war = no
		is_imprisoned = no
		prestige_level >= 2
		legitimacy_level >= 3
		dread >= 40
		custom_description = {
			text = gpt_independent_or_military_rights
			OR = {
				is_independent_ruler = yes
				AND = {
					is_independent_ruler = no
					vassal_contract_has_flag = vassal_contract_war_override
				}
			}
		}
	}
	
	cost = {
		prestige = 2000
		gold = 250
	}

	effect = {

		if = {
			limit = {
				is_ai = no
			}
			add_stress = 50
		}

		add_character_flag = {
			flag = hired_private_army
		}
		spawn_army = {
			levies = {
				add = {
					value = @levies
					add = {
						value = sub_realm_size
						multiply = @levies_realm_size_mult
					}
				}
			}
			men_at_arms = {
				type = light_footmen
				stacks = {
					add = {
						value = @grandeur_trib_2
						multiply = 2
					}
				}
			}
			men_at_arms = {
				type = light_horsemen
				stacks = {
					add = {
						value = @grandeur_trib_2
					 #	multiply = 2
					}
				}
			}
			location = root.capital_province
			inheritable = no
			name = tribal_army
		}

		custom_tooltip = tribal_army_tooltip1
		custom_tooltip = tribal_army_tooltip2
	 #	custom_tooltip = tribal_army_tooltip3

		send_interface_toast = {
			title = tribal_army_notification
			custom_tooltip = tribal_army_tooltip4
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}

	ai_check_interval = 12

#	cooldown = { 
#		years = 20
#	}
}

nomadic_Army_decision = {
	picture = { reference = "gfx/interface/illustrations/decisions/decision_horse_archers_x.dds" }
	decision_group_type = major

	title = nomadic_Army_decision_title
	desc = nomadic_Army_decision_desc
	selection_tooltip = nomadic_Army_decision_tooltip
	confirm_text = nomadic_Army_decision_confirm


	is_shown = {
		is_landless_adventurer = no
		is_landed = yes
		has_game_rule = GPT_decisions_enabled
	 #	has_royal_court = yes
	 	NOT = {
	 		has_character_flag = hired_private_army
	 	}
		OR = {
			OR = {
				culture = { has_cultural_tradition = tradition_horse_lords }
				culture = { has_cultural_tradition = tradition_devoted_horsemanship }
			}
			culture = { has_cultural_tradition = tradition_saharan_nomads }
			culture = { has_cultural_tradition = tradition_desert_nomads }
		 #	has_government = nomadic_government
		}
	}

	is_valid = {
		highest_held_title_tier >= 3
		is_adult = yes
		is_at_war = no
		is_imprisoned = no
		prestige_level >= 3
		legitimacy_level >= 3
		dread >= 40
		custom_description = {
			text = gpt_independent_or_military_rights
			OR = {
				is_independent_ruler = yes
				AND = {
					is_independent_ruler = no
					vassal_contract_has_flag = vassal_contract_war_override
				}
			}
		}
	}
	
	cost = {
		prestige = 2500
		gold = 350
	}

	effect = {

		if = {
			limit = {
				is_ai = no
			}
			add_stress = 50
		}

		add_character_flag = {
			flag = hired_private_army
		}
		if = {
			limit = {
				OR = {
				culture = { has_cultural_tradition = tradition_horse_lords }
				culture = { has_cultural_tradition = tradition_devoted_horsemanship }
			}
			}
			spawn_army = {
				levies = {
					add = {
						value = @levies
						add = {
							value = sub_realm_size
							multiply = @levies_realm_size_mult
						}
					}
				}
				men_at_arms = {
					type = horse_archers
					stacks = {
						add = {
							value = @grandeur_trib_2
							multiply = 3
						}
					}
				}
				location = root.capital_province
				inheritable = no
				name = nomadic_army
			}
		}
		if = {
			limit = {
				OR = {
					culture = { has_cultural_tradition = tradition_saharan_nomads }
					culture = { has_cultural_tradition = tradition_desert_nomads }
				}
			}
			spawn_army = {
				levies = {
					add = {
						value = @levies
						add = {
							value = sub_realm_size
							multiply = @levies_realm_size_mult
						}
					}
				}
				men_at_arms = {
					type = camel_rider
					stacks = {
						add = {
							value = @grandeur_trib_2
							multiply = 3
						}
					}
				}
				location = root.capital_province
				inheritable = no
				name = nomadic_army
			}
		}

		custom_tooltip = nomadic_army_tooltip1
		custom_tooltip = nomadic_army_tooltip2
	 #	custom_tooltip = nomadic_army_tooltip3

		send_interface_toast = {
			title = nomadic_army_notification
			custom_tooltip = nomadic_army_tooltip4
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}

	ai_check_interval = 12

#	cooldown = { 
#		years = 20
#	}
}