﻿#recruit_court_position_decision = {
#	ai_check_interval = 60
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
#	}
#	sort_order = 10
#	decision_group_type = courtier
#
#	is_shown = {
#		is_landed_or_landless_administrative = yes
#	}
#
#	is_valid_showing_failures_only = {
#		is_imprisoned = no
#	}
#
#	# TODO_CD_EP3: Fix cooldowns on options after code support is finished TIT-49117
#	widget = {
#		gui = "decision_view_widget_option_list_generic"
#		controller = decision_option_list_controller
#		decision_to_second_step_button = "CHOOSE_CHARACTER_ROLE_DECISION_NEXT_STEP_BUTTON"
#		show_from_start = yes
#
#		item = { # Court Physician
#			value = hire_physician_decision
#			is_shown = {
#				is_ruler = yes
#				is_landless_adventurer = no
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = court_physician_court_position
#					custom_tooltip = {
#						text = recruit_court_physician_cooldown_tt
#						has_character_flag = recruit_court_physician_cooldown
#					}
#				}
#			}
#			current_description = hire_physician_decision_desc
#			localization = hire_physician_decision
#			icon = "gfx/interface/icons/court_position_types/court_physician_court_position.dds"
#			ai_chance = { value = 100 }
#		} 
#		item = { #Caraven Master
#			value = hire_travel_leader_decision
#			is_shown = {
#				exists = primary_title 
#				primary_title.tier >= tier_county
#				is_landless_adventurer = no
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = travel_leader_court_position
#					custom_tooltip = {
#						text = recruit_travel_leader_cooldown_tt
#						has_character_flag = recruit_travel_leader_cooldown
#					}
#				}
#			}
#			current_description = hire_travel_leader_decision_desc
#			localization = hire_travel_leader_decision
#			icon = "gfx/interface/icons/court_position_types/travel_leader_court_position.dds"
#			ai_chance = {
#				value = 100
#				if = {
#					limit = {
#						NOR = {
#							highest_held_title_tier > tier_barony
#							is_landed_or_landless_administrative = yes
#							gold > low_skill_court_physician_cost
#							is_at_war = no
#						}
#					}
#					multiply = 0
#				}
#			}
#		}
#		item = { # Wet Nurse 
#			value = find_wet_nurse_decision
#			is_shown = {
#				is_landed_or_landless_administrative = yes
#				has_bp2_dlc_trigger = yes
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = wet_nurse_court_position
#					custom_tooltip = {
#						text = recruit_wet_nurse_cooldown_tt
#						has_character_flag = recruit_wet_nurse_cooldown
#					}
#				}
#				custom_tooltip = {
#					text = find_wet_nurse_decision.tt
#					OR = {
#						any_child = {
#							is_adult = no
#						}
#						is_adult = no
#						any_warden_hostage = {
#							is_adult = no
#						}
#					}
#				}
#			}
#			current_description = find_wet_nurse_decision_desc
#			localization = find_wet_nurse_decision
#			icon = "gfx/interface/icons/court_position_types/wet_nurse_court_position.dds"
#			ai_chance = {
#				value = 10
#				if = {
#					limit = {
#						any_child = { #more willing if mother of your children is dead, too old or not healthy
#							exists = mother
#							mother = {
#								OR = {
#									is_alive = no
#									age > 45
#									health < 3
#								}
#							}
#						}
#					}
#					add = 100
#				}
#				if = {
#					limit = {
#						NOR = {
#							highest_held_title_tier > tier_barony
#							NOT = {
#								employs_court_position = wet_nurse_court_position
#							}
#							any_child = {
#								age < 5
#							}
#						}
#					}
#					multiply = 0
#				}
#			}
#		}
#		item = { # Charioteer
#			value = hire_charioteer_decision
#			is_shown = {
#				has_ep3_dlc_trigger = yes
#				is_landless_adventurer = no
#				culture = {
#					has_cultural_parameter = hosts_chariot_races
#				}
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = charioteer_court_position
#					custom_tooltip = {
#						text = recruit_charioteer_cooldown_tt
#						has_character_flag = recruit_charioteer_cooldown
#					}
#				}
#			}
#			current_description = hire_charioteer_decision_desc
#			localization = hire_charioteer_decision
#			icon = "gfx/interface/icons/court_position_types/charioteer_court_position.dds"
#			ai_chance = { value = 100 }
#		}
#		item = { # Bookmaker
#			value = hire_bookmaker_decision
#			is_shown = {
#				has_ep3_dlc_trigger = yes
#				is_landless_adventurer = no
#				culture = {
#					has_cultural_parameter = hosts_chariot_races
#				}
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = bookmaker_court_position
#					custom_tooltip = {
#						text = recruit_bookmaker_cooldown_tt
#						has_character_flag = recruit_bookmaker_cooldown
#					}
#				}
#			}
#			current_description = hire_bookmaker_decision_desc
#			localization = hire_bookmaker_decision
#			icon = "gfx/interface/icons/court_position_types/bookmaker_court_position.dds"
#			ai_chance = { value = 100 }
#		}
#		item = { # Eunuch
#			value = hire_eunuch_decision
#			is_shown = {
#				has_ep3_dlc_trigger = yes
#				is_landless_adventurer = no
#				culture = {
#					has_cultural_parameter = can_appoint_chief_eunuch
#				}
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = chief_eunuch_court_position
#					custom_tooltip = {
#						text = recruit_chief_eunuch_cooldown_tt
#						has_character_flag = recruit_eunuch_cooldown
#					}
#				}
#			}
#			current_description = hire_eunuch_decision_desc
#			localization = hire_eunuch_decision
#			icon = "gfx/interface/icons/court_position_types/chief_eunuch_court_position.dds"
#			ai_chance = { value = 100 }
#		}
#		item = { # Gardener
#			value = recruit_gardener_decision
#			is_shown = {
#				culture = {
#					has_cultural_parameter = can_recruit_gardeners
#				}
#				is_landless_adventurer = no
#			}
#			is_valid = {
#				NOR = {
#					employs_court_position = court_gardener_court_position
#					custom_tooltip = {
#						text = recruit_court_gardener_cooldown_tt
#						has_character_flag = recruit_court_gardener_cooldown
#					}
#				}
#			}
#			current_description = recruit_gardener_decision_desc
#			localization = recruit_gardener_decision
#			icon = "gfx/interface/icons/court_position_types/court_gardener_court_position.dds"
#			ai_chance = { value = 100 }
#		}
#		item = { # Linguist (Self)
#			value = invite_a_linguist_self
#			is_shown = {
#				# Standard filter checks.
#				is_playable_character = yes
#				has_royal_court = yes
#				has_dlc_feature = royal_court
#				# Language checks.
#				NOT = { has_court_language_of_culture = root.culture } # No need for linguist
#				any_culture_global = { # Need somewhere to recruit linguist from
#					exists = culture_head
#					root.liege = { has_court_language_of_culture = prev }
#				}
#			}
#			is_valid = {
#				age >= 6
#				is_alive = yes
#				NOT = { exists = involved_activity }
#				is_imprisoned = no
#				NOT = { knows_court_language_of = root }
#				custom_tooltip = {
#					text = scheming_already
#					NOT = { # Is not currently learning a language and doesn't know court language
#						any_scheme = { scheme_type = learn_language }	
#					}
#				}
#				custom_tooltip = {
#					text = linguist_already_present
#					NOT = {
#						any_courtier = { # You don't already have a linguist at court
#							has_character_flag = court_linguist_flag
#							knows_court_language_of = root
#						}
#					}
#				}
#				NOT = {
#					custom_tooltip = {
#						text = recruit_linguist_self_cooldown_tt
#						has_character_flag = recruit_linguist_self_cooldown
#					}
#				}
#			}
#			current_description = invite_a_linguist_desc
#			localization = invite_a_linguist_self
#			icon = "gfx/interface/icons/scheme_types/icon_scheme_learn_language.dds"
#			ai_chance = { value = 100 }
#		}
#		item = { # Linguist (Liege)
#			value = invite_a_linguist_liege
#			is_shown = {
#				# Standard filter checks.
#				is_landed_or_landless_administrative = yes
#				# Liege checks.
#				is_independent_ruler = no
#				liege = { has_royal_court = yes has_dlc_feature = royal_court }
#				# Language checks.
#				trigger_if = {
#					limit = { has_royal_court = yes }
#					NOT = { has_same_court_language = liege } # Can use other decision in this case
#				}
#				NOR = {
#					liege = { has_court_language_of_culture = root.culture } # No need to learn your own culture's language
#					AND = {
#						knows_language_of_culture = root.liege.culture 
#						trigger_if = {
#							limit = {
#								any_child = {
#									count > 0
#								}
#							}
#							any_child = {
#								count > 0
#								knows_language_of_culture = root.liege.culture 
#							}
#						}
#					}
#				}
#				any_culture_global = { # Need somewhere to recruit linguist from
#					exists = culture_head
#					root.liege = { has_court_language_of_culture = prev }
#				}
#			}
#			is_valid = {
#				age >= 6
#				is_alive = yes
#				NOT = { exists = involved_activity }
#				is_imprisoned = no
#				custom_tooltip = {
#					text = scheming_already
#					NOT = { # Is not currently learning a language and doesn't know court language
#						any_scheme = { scheme_type = learn_language }
#					}
#				}
#				custom_tooltip = {
#					text = linguist_already_present
#					NOT = {
#						any_courtier = { # You don't already have a linguist at court
#							has_character_flag = court_linguist_flag
#							knows_court_language_of = root.liege
#						}
#					}
#				}
#				NOT = {
#					custom_tooltip = {
#						text = recruit_linguist_liege_cooldown_tt
#						has_character_flag = recruit_linguist_liege_cooldown
#					}
#				}
#			}
#			current_description = invite_a_linguist_desc
#			localization = invite_a_linguist_liege
#			icon = "gfx/interface/icons/scheme_types/icon_scheme_learn_language.dds"
#			ai_chance = { value = 100 }
#		}
#	}
#
#	effect = {
#		custom_tooltip = recruit_court_position_decision_tt
#		hidden_effect = {
#			custom_tooltip = recruit_court_position_decision_tooltip
#			if = { # Court Physician
#				limit = { scope:hire_physician_decision = yes }
#				hidden_effect = {
#					add_character_flag = {
#						flag = health_3001_hire_physician_decision_text
#						days = 20
#					}
#				}
#				set_variable = {
#					name = recruit_court_physician_cooldown
#					years = 1
#				}
#				trigger_event = {
#					id = health.3001
#					days = { 7 14 }
#				}
#			}
#			else_if = { # Travel Leader
#				limit = { scope:hire_travel_leader_decision = yes }
#				add_character_flag = {
#					flag = recruit_travel_leader_cooldown
#					years = 1
#				}
#				trigger_event = {
#					id = travel_events.1010
#					days = { 7 14 }
#				}
#			}
#			else_if = { # Wet Nurse
#				limit = { scope:find_wet_nurse_decision = yes }
#				add_character_flag = {
#					flag = recruit_wet_nurse_cooldown
#					years = 1
#				}
#				trigger_event = {
#					id = bp2_decision.0001
#					days = { 7 14 }
#				}
#			}
#			else_if = { # Charioteer
#				limit = { scope:hire_charioteer_decision = yes }
#				add_character_flag = {
#					flag = recruit_charioteer_cooldown
#					years = 1
#				}
#				trigger_event = {
#					id = ep3_decisions_event.1000
#					days = { 7 14 }
#				}
#			}
#			else_if = {
#				limit = { scope:hire_bookmaker_decision = yes }
#				add_character_flag = {
#					flag = recruit_bookmaker_cooldown
#					years = 1
#				}
#				trigger_event = {
#					id = ep3_decisions_event.1010
#				}
#			}
#			else_if = { # Eunuch
#				limit = { scope:hire_eunuch_decision = yes }
#				add_character_flag = {
#					flag = recruit_eunuch_cooldown
#					years = 1
#				}
#				trigger_event = {
#					id = ep3_decisions_event.5010
#					days = { 7 14 }
#				}
#			}
#			else_if = { # Court Gardener 
#				limit = { scope:recruit_gardener_decision = yes }
#				hidden_effect = {
#					if = {
#						limit = {
#							exists = root.capital_province
#							any_pool_character = {
#								province = root.capital_province
#								stewardship >= medium_skill_rating
#								culture = root.culture
#								opinion = { # Just to make sure you don't pull in rivals or similar
#									value >= -30
#									target = root
#								}
#							}
#						}
#						random_pool_character = {
#							province = root.capital_province
#							limit = {
#								stewardship >= medium_skill_rating
#								culture = root.culture
#				                is_ai = yes
#								opinion = { # Just to make sure you don't pull in rivals or similar
#									value >= -30
#									target = root
#								}
#							}
#							if = {
#								limit = {
#									NOT = {
#										has_trait = lifestyle_gardener
#									}
#								}
#								add_trait = lifestyle_gardener
#							}
#							save_scope_as = new_commander # Ignore the name, it's to save on localisation
#						}
#					}
#					else = {
#						create_character = {
#							employer = root
#							template = pool_repopulate_stewardship
#							faith = root.faith
#							culture = root.culture
#							save_scope_as = new_commander
#						}
#					}
#					if = {
#						limit = {
#							exists = scope:new_commander
#						}
#						scope:new_commander = {
#							force_character_skill_recalculation = yes
#							add_character_flag = {
#								flag = blocked_from_leaving
#								years = 25
#							}
#							if = {
#								limit = {
#									NOT = {
#										has_trait = lifestyle_gardener
#									}
#								}
#								add_trait = lifestyle_gardener
#							}
#						}
#						if = {
#							limit = {
#								scope:new_commander = {
#									NOT = {
#										is_courtier_of = root
#									}
#								}
#							}
#							add_courtier = scope:new_commander
#						}
#						send_interface_toast = {
#							type = event_toast_effect_neutral
#							title = gardener_recruited.t
#							left_icon = scope:new_commander
#							custom_tooltip = commander_recruited.desc
#						}
#					}
#				}
#				add_character_flag = {
#					flag = recruit_court_gardener_cooldown
#					years = 1
#				}
#			}
#			else_if = {
#				limit = { scope:invite_a_linguist_self = yes }
#				save_scope_as = target_court_language
#				custom_tooltip = {
#					text = invite_a_linguist_tt_self
#					trigger_event = ep1_decision.0201
#				}
#				if = {
#					limit = {
#						NOT = { knows_court_language_of = root.liege }
#						any_scheme = { is_hostile = no }
#					}
#					custom_description_no_bullet = { text = learn_language_will_cancel_ongoing_schemes_tt }
#				}
#				add_character_flag = {
#					flag = recruit_linguist_self_cooldown
#					years = 1
#				}
#			}
#			else_if = {
#				limit = { scope:invite_a_linguist_liege = yes }
#				liege = { save_scope_as = target_court_language }
#				save_scope_value_as = { name = language_scheme_type value = flag:liege }
#				custom_tooltip = {
#					text = invite_a_linguist_tt_liege
#					trigger_event = ep1_decision.0201
#				}
#				if = {
#					limit = {
#						NOT = { knows_court_language_of = root.liege }
#						any_scheme = { is_hostile = no }
#					}
#					custom_description_no_bullet = { text = learn_language_will_cancel_ongoing_schemes_tt }
#				}
#				add_character_flag = {
#					flag = recruit_linguist_liege_cooldown
#					years = 1
#				}
#			}
#		}
#	}
#	
#	ai_potential = {
#	# TODO_CD_EP3: TIT-55684 make AI use this
#		always = no # Only players can do this. AI vassals go through the normal court events/hold court activity.
#	}
#}