﻿# EK NOTE: removed vanilla references
recruit_terrain_specialist_decision = {
	ai_check_interval = 60
	picture = {
		trigger = {
			NOT = { government_has_flag = government_is_nomadic }
		}
		reference = "gfx/interface/illustrations/decisions/decision_recruitment.dds"
	}
	picture = {
		trigger = {
			government_has_flag = government_is_nomadic
		}
		reference = "gfx/interface/illustrations/activity_splash_screens/tour_arrival_tribal_neutral.dds"
	}
	sort_order = 10
	decision_group_type = courtier

	is_shown = {
		is_landless_adventurer = no
		# You can hire at least one type of terrain expert
		culture = {
			OR = {
				has_cultural_parameter = can_recruit_winter_specialist
				has_cultural_parameter = can_recruit_forest_specialist
				has_cultural_parameter = can_recruit_mountain_specialist
				has_cultural_parameter = can_recruit_dry_specialist
				has_cultural_parameter = can_recruit_hill_specialist
				has_cultural_parameter = can_recruit_jungle_specialist
				has_cultural_parameter = can_recruit_open_specialist
				root = {
					has_trait = nomadic_philosophy
				}
			}
		}
	}

	is_valid = {
		trigger_if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			domicile ?= {
				has_domicile_building_or_higher = character_warfare_yurt_03
			}
		}
	}

	is_valid_showing_failures_only = {
		is_imprisoned = no
	}

	desc = {
		random_valid = {
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_winter_specialist } }
				desc = recruit_winter_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_forest_specialist } }
				desc = recruit_forest_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_mountain_specialist } }
				desc = recruit_mountain_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_dry_specialist } }
				desc = recruit_dry_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_hill_specialist } }
				desc = recruit_hill_specialist_decision_desc
			}
			triggered_desc = {
				trigger = { culture = { has_cultural_parameter = can_recruit_jungle_specialist } }
				desc = recruit_jungle_specialist_decision_desc
			}
			triggered_desc = {
				trigger = {
					OR = {
						culture = { has_cultural_parameter = can_recruit_open_specialist }
						has_trait = nomadic_philosophy
					}
				}
				desc = recruit_open_specialist_decision_desc
			}
		}
	}

	cost = {
		gold = {
			value = minor_gold_value
		}
		prestige = {
			value = medium_prestige_value
		}
	}

	cooldown = { years = 5 }

	widget = {
		gui = "decision_view_widget_option_list_generic"
		controller = decision_option_list_controller
		decision_to_second_step_button = "CHOOSE_TERRAIN_SPECIALIST_DECISION_NEXT_STEP_BUTTON"

		item = { # Winter Soldier
			value = recruit_winter_specialist_decision
			is_valid = {
				culture = {
					has_cultural_parameter = can_recruit_winter_specialist
				}
			}
			current_description = recruit_winter_specialist_decision
			localization = recruit_winter_specialist_decision
			icon = "gfx/interface/icons/traits/winter_soldier.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_winter_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = winter_soldier }
					multiply = 0
				}
			}
		} 
		item = { # Forest Fighter
			value = recruit_forest_specialist_decision
			is_valid = {
				culture = {
					has_cultural_parameter = can_recruit_forest_specialist
				}
			}
			current_description = recruit_forest_specialist_decision
			localization = recruit_forest_specialist_decision
			icon = "gfx/interface/icons/traits/forest_fighter.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_forest_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = forest_fighter }
					multiply = 0
				}
			}
		}
		item = { # Rough Terrain Expert
			value = recruit_mountain_specialist_decision
			is_valid = {
				culture = {
					has_cultural_parameter = can_recruit_mountain_specialist
				}
			}
			current_description = recruit_mountain_specialist_decision
			localization = recruit_mountain_specialist_decision
			icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_mountain_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = rough_terrain_expert }
					multiply = 0
				}
			}
		}
		item = { # Desert Warrior
			value = recruit_dry_specialist_decision
			is_valid = {
				culture = {
					has_cultural_parameter = can_recruit_dry_specialist
				}
			}
			current_description = recruit_dry_specialist_decision
			localization = recruit_dry_specialist_decision
			icon = "gfx/interface/icons/traits/desert_warrior.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_dry_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = desert_warrior }
					multiply = 0
				}
			}
		}
		item = { # Rough Terrain Expert 
			value = recruit_hill_specialist_decision
			is_valid = {
				culture = {
					has_cultural_parameter = can_recruit_hill_specialist
				}
			}
			current_description = recruit_hill_specialist_decision
			localization = recruit_hill_specialist_decision
			icon = "gfx/interface/icons/traits/rough_terrain_expert.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_hill_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = rough_terrain_expert }
					multiply = 0
				}
			}
		}
		item = { # Jungle Stalker
			value = recruit_jungle_specialist_decision
			is_valid = {
				culture = {
					has_cultural_parameter = can_recruit_jungle_specialist
				}
			}
			current_description = recruit_jungle_specialist_decision
			localization = recruit_jungle_specialist_decision
			icon = "gfx/interface/icons/traits/jungle_stalker.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_jungle_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = jungle_stalker }
					multiply = 0
				}
			}
		}
		item = { # Open Terrain Expert
			value = recruit_open_specialist_decision
			is_valid = {
				OR = {
					has_trait = nomadic_philosophy
					culture = {
						has_cultural_parameter = can_recruit_open_specialist
					}
				}		
			}
			current_description = recruit_open_specialist_decision
			localization = recruit_open_specialist_decision
			icon = "gfx/interface/icons/traits/open_terrain_expert.dds"
			ai_chance = {
				value = 0
				if = {
					limit = {
						culture = {
							has_cultural_parameter = can_recruit_open_specialist
						}
					}
					add = 100
				}
				if = {
					limit = { has_trait = open_terrain_expert }
					multiply = 0
				}
			}
		}
	}

	effect = {
		custom_tooltip = recruit_terrain_specialist_decision_tooltip
		hidden_effect = {
			if = {
				limit = { scope:recruit_winter_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = winter_soldier
					SPECIALIST_TEMPLATE_CHARACTER = winter_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_forest_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = forest_fighter
					SPECIALIST_TEMPLATE_CHARACTER = forest_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_mountain_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = rough_terrain_expert
					SPECIALIST_TEMPLATE_CHARACTER = mountain_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_dry_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = desert_warrior
					SPECIALIST_TEMPLATE_CHARACTER = desert_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_hill_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = rough_terrain_expert
					SPECIALIST_TEMPLATE_CHARACTER = hill_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_jungle_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = jungle_stalker
					SPECIALIST_TEMPLATE_CHARACTER = jungle_commander_character
				}
			}
			else_if = {
				limit = { scope:recruit_open_specialist_decision = yes }
				recruit_terrain_specialist_effect = {
					SPECIALIST_TRAIT = open_terrain_expert
					SPECIALIST_TEMPLATE_CHARACTER = open_commander_character
				}
			}
		}
	}
	
	ai_potential = {
		culture = {
			OR = {
				has_cultural_parameter = can_recruit_winter_specialist
				has_cultural_parameter = can_recruit_forest_specialist
				has_cultural_parameter = can_recruit_mountain_specialist
				has_cultural_parameter = can_recruit_dry_specialist
				has_cultural_parameter = can_recruit_hill_specialist
				has_cultural_parameter = can_recruit_jungle_specialist
				has_cultural_parameter = can_recruit_open_specialist
				root = {
					has_trait = nomadic_philosophy
				}
			}
		}
	}
}

embrace_hebrew_language_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	sort_order = 80

	ai_check_interval = 120

	cooldown = { years = 5 }

	desc = embrace_hebrew_language_decision_desc
	decision_group_type = major

	is_shown = {
		# EK EDIT
		always = no
		#culture.culture_head = root		
		#NOT = { culture = { has_cultural_pillar = language_israelite } }
		#religion = religion:judaism_religion
	}

	#is_valid_showing_failures_only = {
		#is_capable_adult = yes
		#is_imprisoned = no
		#is_independent_ruler = yes
		#highest_held_title_tier > 3 #Only Kings and Emperors
		## There must be enough Jewish counties in your realm to declare the exile "over"
		#custom_description = {
		#	text = at_least_10_jewish_counties_tt
		#	any_sub_realm_county = {
		#		count >= 10
		#		faith.religion = root.faith.religion
		#		culture = root.culture
		#	}
		#}
		#OR = {
		#	has_title = title:k_israel
		#	has_title = title:k_bene_israel
		#	custom_tooltip = {
		#		text = hof_exists_tt
		#		faith = { exists = religious_head }
		#	}
		#}
	#}

	effect = {
		random_culture_global = {
			limit = {
				has_same_culture_language = root.culture
			}
			save_scope_as = target_other_culture
		}
		#custom_tooltip = {
		#	text = switch_to_israelite_language_tt
		#	culture = {
		#		set_culture_pillar = language_israelite
		#	}
		#}
		#hidden_effect = {
		#	save_scope_as = hebrew_language_adopter_scope
		#	every_player = {
		#		limit = {
		#			culture = root.culture
		#		}
		#		trigger_event = religious_decision.0503
		#	}
		#}
	}

	cost = {
		prestige = {
			value = massive_prestige_value
		}
	}

	ai_potential = {
	}

	ai_will_do = {
		base = 100

		modifier = {
			factor = 0
			NOT = { has_trait = zealous }
		}
	}
}
