send_prisoner_interaction = {
    category = interaction_category_prison
    icon = prison
    desc = send_prisoner_interaction_desc
    
    common_interaction = no

    is_highlighted = {
		always = yes
	}

    popup_on_receive = no
	pause_on_receive = no
	use_diplomatic_range = yes
	can_send_despite_rejection = yes

    greeting = positive
	notification_text = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:gold_payment = yes }
				desc = SEND_PRISONER_GOLD_OPTION_NOTIFICATION_TEXT
			}
			triggered_desc = {
				trigger = { scope:hook_payment = yes }
				desc = SEND_PRISONER_HOOK_OPTION_NOTIFICATION_TEXT
			}
            triggered_desc = {
				trigger = { scope:herd_payment = yes }
				desc = SEND_PRISONER_HERD_OPTION_NOTIFICATION_TEXT
			}
			triggered_desc = {
				trigger = { scope:free = yes }
				desc = SEND_PRISONER_FREE_OPTION_NOTIFICATION_TEXT
			}
		}
	}

    cooldown_against_recipient = { days = 3 }

    # Conditions de base
    is_shown = {
        # Ne peut pas se cibler soi-même
        NOT = { scope:recipient = scope:actor }
        # Doit avoir des prisonniers
        scope:actor = { 
            has_prisoners = yes
        }
        scope:recipient = { 
            is_playable_character = yes
        }
    }

    # Conditions de validité
    is_valid_showing_failures_only = {
        scope:actor = {
            is_imprisoned = no
            has_prisoners = yes
        }
        scope:recipient = {
            is_imprisoned = no
        }
    }

    has_valid_target = {
        exists = scope:secondary_actor
	}
    
    can_be_picked = {
        always = yes
	}

    can_send = {
		always = yes
	}

    on_send = {
        # Marquer le prisonnier comme en cours de transfert
        scope:secondary_actor = {
            add_character_flag = under_prison_transfer
        }
	}

    # Liste des prisonniers disponibles
    populate_actor_list = {
        scope:actor = {
            every_prisoner = {
                limit = {
                    # Le destinataire ne peut pas être le prisonnier
                    NOT = { this = scope:recipient }
                    # Le destinataire doit avoir un territoire
                    scope:recipient = { is_landed = yes }
                    # Pas déjà en cours de transfert
                    NOT = { has_character_flag = under_prison_transfer }
                }
                add_to_list = characters
            }
        }
    }

    send_options_exclusive = yes

    # Option Gold
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            #scope:recipient.current_gold_value >= scope:secondary_actor.ransom_cost_value
        }
        flag = gold_payment
        localization = "SEND_PRISONER_GOLD_OPTION"
    }

    # Option avec hook
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            scope:actor = {
                can_add_hook = {
                    target = scope:recipient
                    type = favor_hook
                }
                NOT = {
                    has_hook_of_type = {
					    target = scope:recipient
					    type = favor_hook
				    }
                }
            }
            scope:recipient = {
                NOT = {
                    has_hook_of_type = {
					    target = scope:actor
					    type = favor_hook
				    }
                }
            }
        }
        flag = hook_payment  
        localization = "SEND_PRISONER_HOOK_OPTION"
    }

    # Option avec use hook
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            scope:actor = {
                can_add_hook = {
                    target = scope:recipient
                    type = favor_hook
                }
            }
            scope:recipient = {
                has_hook_of_type = {
					target = scope:actor
					type = favor_hook
				}
            }
        }
        flag = hook_use_payment
        localization = "SEND_PRISONER_USE_HOOK_OPTION"
    }

    # Option d'échange en troupeau nomade
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            scope:actor = {
                government_has_flag = government_is_nomadic
            }
            scope:recipient = {
                government_has_flag = government_is_nomadic
            }
        }
        is_valid = {
            scope:recipient.domicile ?= {
				herd > send_prisoner_herd_value
			}
			scope:recipient = {
				NOT = {
					government_has_flag = government_is_herder
				}
			}
		}
        flag = herd_payment
        localization = "SEND_PRISONER_HERD_OPTION"
    }

    # Option gratuite
    send_option = {
        is_shown = {
            #exists = scope:secondary_actor
        }
        flag = free
        localization = "SEND_PRISONER_FREE_OPTION"

        starts_enabled = { always = yes }
    }

    # Effet lors de l'acceptation
    on_accept = {
        scope:actor = {	trigger_event = send_prisoner.0001 }

        # Paiement selon l'option choisie
        if = {
            limit = { scope:gold_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = send_prisoner_interaction_tooltip_text
                    release_from_prison = yes
                    remove_character_flag = under_prison_transfer
                }
            }
            scope:recipient = {
                hidden_effect = {
                    imprison = { 
                        target = scope:secondary_actor
                        type = house_arrest
                    }
                }
                pay_short_term_gold = {
                    target = scope:actor
                    #gold = scope:secondary_actor.ransom_cost_value
                    gold = base_prisoner_cost
                    min = 15
                }
            }
        }
        else_if = {
            limit = { scope:hook_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = send_prisoner_interaction_tooltip_text
                    release_from_prison = yes
                    remove_character_flag = under_prison_transfer
                }
            }
            scope:recipient = {
                hidden_effect = {
                    imprison = { 
                        target = scope:secondary_actor
                        type = house_arrest
                    }
                }
            }
            scope:actor = {
                add_hook = {
                    type = favor_hook
                    target = scope:recipient
                }
            }
        }
        else_if = {
            limit = { scope:hook_use_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = send_prisoner_interaction_tooltip_text
                    release_from_prison = yes
                    remove_character_flag = under_prison_transfer
                }
            }
            scope:recipient = {
                hidden_effect = {
                    imprison = { 
                        target = scope:secondary_actor
                        type = house_arrest
                    }
                }
            }
            scope:recipient = {
                use_hook = scope:actor
            }
        }
        else_if = {
            limit = { scope:herd_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = send_prisoner_interaction_tooltip_text
                    release_from_prison = yes
                    remove_character_flag = under_prison_transfer
                }
            }
            scope:recipient = {
                hidden_effect = {
                    imprison = { 
                        target = scope:secondary_actor
                        type = house_arrest
                    }
                }
                pay_herd = {
                    target = scope:actor
                    value = {
                        value = scope:secondary_actor.domicile.send_prisoner_herd_value
                        multiply = 2
                    }
                    value = {
                        value = scope:secondary_actor.domicile.send_prisoner_herd_value
                        min = 100
                    }
                }
            }
        }
        else_if = {
            limit = { scope:free = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = send_prisoner_interaction_tooltip_text
                    release_from_prison = yes
                    remove_character_flag = under_prison_transfer
                }
            }
            scope:recipient = {
                hidden_effect = {
                    imprison = { 
                        target = scope:secondary_actor
                        type = house_arrest
                    }
                }
            }
        }
    }

    on_decline = {
        scope:actor = {	trigger_event = send_prisoner.0002 }

        scope:secondary_actor = {
            remove_character_flag = under_prison_transfer
        }
	}

    auto_accept = {
		always = no
	}

    on_auto_accept = {
	}

    # Paramètres IA
    ai_targets = {
        #ai_recipients = vassals
		#ai_recipients = peer_vassals
		ai_recipients = liege
		#ai_recipients = neighboring_rulers
	}

    ai_maybe = no
	ai_min_reply_days = 1
	ai_max_reply_days = 1

    ai_frequency = 12

    ai_potential = {
	}

    # scope:actor = Décisionnaire
    # scope:recipient = Destinataire
    # scope:secondary_actor = Prisonnier
    ai_accept = {
        base = -75

        ### RELATIONS DIPLOMATIQUES
        # Accepte plus facilement si en guerre contre le prisonnier
        modifier = {
            add = 50
            desc = send_prisoner_war_enemy_tooltip
            scope:recipient = {
                is_at_war_with = scope:secondary_actor
            }
        }
        # Accepte si le prisonnier est un rival
        modifier = {
            add = 35
            desc = send_prisoner_rival_tooltip
            scope:recipient = {
                has_relation_rival = scope:secondary_actor
            }
        }
        # Refuse si l'expéditeur est un ennemi
        modifier = {
            add = -40
            desc = send_prisoner_enemy_sender_tooltip
            scope:recipient = {
                is_at_war_with = scope:actor
            }
        }
        # Refuse si l'expéditeur est un rival
        modifier = {
            add = -25
            desc = send_prisoner_rival_sender_tooltip
            scope:recipient = {
                has_relation_rival = scope:actor
            }
        }

        ### RELATIONS VASSALIQUES
        # Accepte si c'est un vassal du destinataire
        modifier = {
            add = 30
            desc = send_prisoner_vassal_tooltip
            scope:secondary_actor = {
                is_vassal_of = scope:recipient
            }
        }
        # Refuse si l'expéditeur est un vassal (pourrait être utilisé contre lui)
        modifier = {
            add = -35
            desc = send_prisoner_vassal_sender_tooltip
            scope:actor = {
                is_vassal_of = scope:recipient
            }
        }

        ### OPINION INFLUENCE
		opinion_modifier = {
            who = scope:recipient
            opinion_target = scope:actor
            multiplier = 0.1
        }

        ### PAIEMENTS (plus restrictifs)
        # Refuse si le destinataire est cupide et qu'on demande de l'or
        modifier = {
			add = -50
			desc = send_prisoner_gold_payment_tooltip
            scope:gold_payment = yes
            scope:recipient = {
                has_trait = greedy
            }
		}
        # Refuse les paiements en hook
        modifier = {
			add = -60
			desc = send_prisoner_hook_payment_tooltip
            scope:hook_payment = yes
		}
        # Accepte si l'expéditeur utilise un hook existant
        modifier = {
			add = 20
			desc = send_prisoner_hook_payment_tooltip
            scope:hook_use_payment = yes
		}
        # Accepte plus facilement si c'est gratuit
        modifier = {
			add = 30
			desc = send_prisoner_free_tooltip
            scope:free = yes
		}

        ### TIER
        # Accepte plus facilement pour des prisonniers de haut rang
        modifier = {
            add = 5
            desc = send_prisoner_tier_barony_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_barony
            }
		}
        modifier = {
            add = 10
            desc = send_prisoner_tier_county_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_county
            }
		}
        modifier = {
            add = 20
            desc = send_prisoner_tier_duchy_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_duchy
            }
		}
        modifier = {
            add = 35
            desc = send_prisoner_tier_kingdom_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_kingdom
            }
		}
        modifier = {
            add = 50
            desc = send_prisoner_tier_empire_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_empire
            }
		}

        ### FAMILLE
        # Accepte plus facilement pour des membres de la famille proche
        modifier = {
			add = 15
			scope:recipient = {
				is_close_family_of = scope:secondary_actor
			}
			desc = send_prisoner_close_family_tooltip
		}
        # Accepte modérément pour des membres de la famille élargie
        modifier = {
			add = 5
			scope:recipient = {
				is_extended_family_of = scope:secondary_actor
			}
			desc = send_prisoner_extended_family_tooltip
		}

        ### HERITIER
        # Accepte plus facilement pour des héritiers (rang 2-4)
        modifier = {
			add = 15
			scope:secondary_actor = {
				any_liege_or_above = {
                    primary_title = {
						AND = {
                            place_in_line_of_succession = {
							    target = scope:secondary_actor
							    value > 1
                            }
                            place_in_line_of_succession = {
							    target = scope:secondary_actor
							    value < 5
                            }
						}
					}
                }
			}
			desc = send_prisoner_heir_tooltip
		}
        # Accepte très facilement pour l'héritier principal
        modifier = {
			add = 30
			scope:secondary_actor = {
				any_liege_or_above = {
                    primary_title = {
						place_in_line_of_succession = {
							target = scope:secondary_actor
							value = 1
						}
					}
                }
			}
			desc = send_prisoner_primary_heir_tooltip
		}

        ### ÂGE ET SANTÉ
        # Refuse plus facilement pour des prisonniers âgés/malades (moins précieux)
        modifier = {
            add = -20
            desc = request_prisoner_elderly_tooltip
            scope:secondary_actor = {
                OR = {
                    age >= 60
                    has_trait = infirm
                    has_trait = ill
                }
            }
        }

    }

    ai_will_do = {
        base = 1
    }
}

request_prisoner_interaction = {
    category = interaction_category_prison
    desc = request_prisoner_interaction_desc
    icon = prison
    common_interaction = no

    is_highlighted = {
        always = yes
    }

    popup_on_receive = no
    pause_on_receive = no
    use_diplomatic_range = yes
    can_send_despite_rejection = yes

    greeting = positive
    notification_text = {
        first_valid = {
            triggered_desc = {
                trigger = { scope:gold_payment = yes }
                desc = REQUEST_PRISONER_GOLD_OPTION_NOTIFICATION_TEXT
            }
            triggered_desc = {
                trigger = { scope:hook_payment = yes }
                desc = REQUEST_PRISONER_HOOK_OPTION_NOTIFICATION_TEXT
            }
            triggered_desc = {
                trigger = { scope:herd_payment = yes }
                desc = REQUEST_PRISONER_HERD_OPTION_NOTIFICATION_TEXT
            }
            triggered_desc = {
                trigger = { scope:free = yes }
                desc = REQUEST_PRISONER_FREE_OPTION_NOTIFICATION_TEXT
            }
        }
    }

    cooldown_against_recipient = { days = 3 }

    is_shown = {
        # Ne peut pas se cibler soi-même
        NOT = { scope:recipient = scope:actor }
        # Le destinataire doit avoir des prisonniers
        scope:recipient = { 
            has_prisoners = yes
        }
    }

    # Condition pour qu'il y ait une cible valide
	has_valid_target = {
        exists = scope:secondary_actor
	}

    can_be_picked = {
        always = yes
	}

    is_valid_showing_failures_only = {
        scope:actor = {
            is_imprisoned = no
        }
        scope:recipient = {
            is_imprisoned = no
            NOT = { is_at_war_with = scope:actor }
        }
    }

    populate_actor_list = {
        scope:recipient = {
            every_prisoner = {
                limit = {
                    # Le demandeur ne peut pas être le prisonnier
                    NOT = { this = scope:actor }
                    # Le demandeur doit avoir un territoire
                    scope:actor = { is_landed = yes }
                    # Pas déjà en cours de transfert
                    NOT = { has_character_flag = under_prison_transfer }
                }
                add_to_list = characters
            }
        }
    }

    send_options_exclusive = yes

    # Option payante
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
        }
        is_valid = {
			scope:actor = {
				NOT = {
					has_trait = greedy
				}
			}
            #custom_tooltip = {
            #    text = gold_needed_tt
            #    scope:actor.current_gold_value >= scope:secondary_actor.base_prisoner_cost
            #}
		}
        flag = gold_payment
        localization = "REQUEST_PRISONER_GOLD_OPTION"
    }

    # Option avec hook
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            scope:actor = {
                NOT = {
                    has_hook_of_type = {
					    target = scope:recipient
					    type = favor_hook
				    }
                }
            }
            scope:recipient = {
                can_add_hook = {
                    target = scope:actor
                    type = favor_hook
                }
                NOT = {
                    has_hook_of_type = {
					    target = scope:actor
					    type = favor_hook
				    }
                }
            }
        }
        flag = hook_payment
        localization = "REQUEST_PRISONER_HOOK_OPTION"
    }

    # Option avec use hook
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            scope:actor = {
                has_hook_of_type = {
					target = scope:recipient
					type = favor_hook
				}
            }
            scope:recipient = {
                can_add_hook = {
                    target = scope:actor
                    type = favor_hook
                }
            }
        }
        flag = hook_use_payment
        localization = "REQUEST_PRISONER_USE_HOOK_OPTION"
    }

    # Option d'échange en troupeau nomade
    send_option = {
        is_shown = {
            exists = scope:secondary_actor
            scope:actor = {
                government_has_flag = government_is_nomadic
            }
            scope:recipient = {
                government_has_flag = government_is_nomadic
            }
        }
        is_valid = {
			scope:actor.domicile ?= {
				herd > send_prisoner_herd_value
			}
			scope:actor = {
				NOT = {
					government_has_flag = government_is_herder
				}
			}
		}
        flag = herd_payment
        localization = "REQUEST_PRISONER_HERD_OPTION"
    }

    # Option gratuite
    send_option = {
        is_shown = {
            #exists = scope:secondary_actor
        }
        flag = free
        localization = "REQUEST_PRISONER_FREE_OPTION"
        starts_enabled = { always = yes }
    }

    # Effet lors de l'acceptation pour l'échange en troupeau nomade
    on_accept = {
		scope:actor = {
			trigger_event = {
				id = send_prisoner.0003
				#days = 1 #Debug
			}
		}

        if = {
            limit = { scope:gold_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = request_prisoner_interaction_tooltip_text
                }
            }
            scope:actor = {
                pay_short_term_gold = {
                    target = scope:recipient
                    gold = base_prisoner_cost
                    min = 15
                }
            }
        }
        else_if = {
            limit = { scope:hook_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = request_prisoner_interaction_tooltip_text
                }
            }
            scope:recipient = {
                add_hook = {
                    type = favor_hook
                    target = scope:actor
                }
            }
        }
        else_if = {
            limit = { scope:hook_use_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = request_prisoner_interaction_tooltip_text
                }
            }
            scope:actor = {
                use_hook = scope:recipient
            }
        }
        else_if = {
            limit = { scope:herd_payment = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = request_prisoner_interaction_tooltip_text
                    remove_character_flag = under_prison_transfer
                }
            }
            scope:actor = {
                pay_herd = {
                    target = scope:recipient
                    value = {
                        value = scope:secondary_actor.domicile.send_prisoner_herd_value
                        multiply = 2
                    }
                    value = {
                        value = scope:secondary_actor.domicile.send_prisoner_herd_value
                        min = 100
                    }
                }
            }
        }
        else_if = {
            limit = { scope:free = yes }
            scope:secondary_actor = {
                custom_tooltip = {
                    text = request_prisoner_interaction_tooltip_text
                }
            }
        }
    }

    on_decline = {
		scope:actor = {
			trigger_event = {
				id = send_prisoner.0004
				#days = 1 #Debug
			}
		}
    }

    auto_accept = {
		always = no
	}

    on_auto_accept = {
	}

    # Paramètres IA
    ai_targets = {
        ai_recipients = vassals
		ai_recipients = peer_vassals
		ai_recipients = liege
        ai_recipients = suzerain
		ai_recipients = neighboring_rulers
        ai_recipients = family
        ai_recipients = top_realm_domicile_owners
	}

    ai_maybe = no
	ai_min_reply_days = 1
	ai_max_reply_days = 1

    ai_frequency = 12

    ai_potential = {
	}

    ai_accept = {
        base = -25
        
        # Accepte très facilement si on utilise un hook existant
        modifier = {
			add = 50
			desc = request_prisoner_hook_payment_tooltip
            scope:hook_use_payment = yes
		}
        # Refuse les demandes gratuites (pas d'avantage pour le destinataire)
        modifier = {
			add = -25
			desc = request_prisoner_free_tooltip
            scope:free = yes
		}

        ### RELATIONS VASSALIQUES
        # Accepte plus facilement si le demandeur est le suzerain du destinataire
        modifier = {
            add = 20
            desc = request_prisoner_liege_demand_tooltip
            scope:recipient = {
                is_vassal_of = scope:actor
            }
        }
        # Refuse si pas de relation vassalique avec hook_payment
        modifier = {
			add = -20
			desc = request_prisoner_hook_payment_tooltip
            scope:hook_payment = yes
            NOT = {
                OR = {
                    scope:recipient = {
                        is_vassal_of = scope:actor
                    }
                    scope:actor = {
                        is_vassal_of = scope:recipient
                    }
                }
            }
		}
        # Accepte modérément si on offre un hook et qu'il y a une relation vassalique
        modifier = {
			add = 10
			desc = request_prisoner_hook_payment_tooltip
            scope:hook_payment = yes
            OR = {
                scope:recipient = {
                    is_vassal_of = scope:actor
                }
                scope:actor = {
                    is_vassal_of = scope:recipient
                }
            }
		}

        ### COMPÉTENCES DU DEMANDEUR
        # Bonus basé sur la diplomatie du demandeur
        modifier = {
            add = 2
            desc = request_prisoner_diplomacy_tooltip
            scope:actor = {
                diplomacy >= 10
                diplomacy <= 14
            }
        }
        modifier = {
            add = 4
            desc = request_prisoner_diplomacy_tooltip
            scope:actor = {
                diplomacy >= 15
                diplomacy <= 19
            }
        }
        modifier = {
            add = 6
            desc = request_prisoner_diplomacy_tooltip
            scope:actor = {
                diplomacy >= 20
                diplomacy <= 24
            }
        }
        modifier = {
            add = 8
            desc = request_prisoner_diplomacy_tooltip
            scope:actor = {
                diplomacy >= 25
                diplomacy <= 29
            }
        }
        modifier = {
            add = 10
            desc = request_prisoner_diplomacy_tooltip
            scope:actor = {
                diplomacy >= 30
            }
        }

        # Bonus basé sur l'intrigue du demandeur
        modifier = {
            add = 2
            desc = request_prisoner_intrigue_tooltip
            scope:actor = {
                intrigue >= 10
                intrigue <= 14
            }
        }
        modifier = {
            add = 4
            desc = request_prisoner_intrigue_tooltip
            scope:actor = {
                intrigue >= 15
                intrigue <= 19
            }
        }
        modifier = {
            add = 6
            desc = request_prisoner_intrigue_tooltip
            scope:actor = {
                intrigue >= 20
                intrigue <= 24
            }
        }
        modifier = {
            add = 8
            desc = request_prisoner_intrigue_tooltip
            scope:actor = {
                intrigue >= 25
                intrigue <= 29
            }
        }
        modifier = {
            add = 10
            desc = request_prisoner_intrigue_tooltip
            scope:actor = {
                intrigue >= 30
            }
        }

        ### OPINION INFLUENCE
		opinion_modifier = {
            who = scope:recipient
            opinion_target = scope:actor
            multiplier = 0.1
        }

        ### TRAITS DE PERSONNALITÉ
        # Accepte plus facilement si le destinataire est généreux
        modifier = {
            add = 10
            desc = request_prisoner_generous_tooltip
            scope:recipient = {
                has_trait = generous
            }
        }

        ### TIER DU PRISONNIER
        # Refuse plus facilement pour des prisonniers de haut rang (plus précieux)
        modifier = {
            add = -5
            desc = request_prisoner_tier_barony_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_barony
            }
		}
        modifier = {
            add = -10
            desc = request_prisoner_tier_county_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_county
            }
		}
        modifier = {
            add = -15
            desc = request_prisoner_tier_duchy_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_duchy
            }
		}
        modifier = {
            add = -20
            desc = request_prisoner_tier_kingdom_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_kingdom
            }
		}
        modifier = {
            add = -25
            desc = request_prisoner_tier_empire_tooltip
            scope:secondary_actor = {
                primary_title.tier = tier_empire
            }
		}

        ### FAMILLE
        # Refuse modérément pour des membres de la famille élargie
        modifier = {
			add = -5
			scope:recipient = {
				is_extended_family_of = scope:secondary_actor
			}
			desc = request_prisoner_extended_family_tooltip
		}
        # Refuse plus facilement pour des membres de la famille proche (plus précieux)
        modifier = {
			add = -15
			scope:recipient = {
				is_close_family_of = scope:secondary_actor
			}
			desc = request_prisoner_close_family_tooltip
		}

        ### HERITIER
        # Refuse plus facilement pour des héritiers (rang 2-4) - très précieux
        modifier = {
			add = -15
			scope:secondary_actor = {
				any_liege_or_above = {
                    primary_title = {
						AND = {
                            place_in_line_of_succession = {
							    target = scope:secondary_actor
							    value > 1
                            }
                            place_in_line_of_succession = {
							    target = scope:secondary_actor
							    value < 5
                            }
						}
					}
                }
			}
			desc = request_prisoner_heir_tooltip
		}
        # Refuse très facilement pour l'héritier principal - extrêmement précieux
        modifier = {
			add = -30
			scope:secondary_actor = {
				any_liege_or_above = {
                    primary_title = {
						place_in_line_of_succession = {
							target = scope:secondary_actor
							value = 1
						}
					}
                }
			}
			desc = request_prisoner_primary_heir_tooltip
		}

        ### STATUT DU PRISONNIER
        # Accepte plus facilement pour des prisonniers sans titre (moins précieux)
        modifier = {
            add = 10
            desc = request_prisoner_landless_tooltip
            scope:secondary_actor = {
                NOT = { is_landed = yes }
            }
        }
        # Refuse plus facilement si le prisonnier est un membre de la cour du destinataire
        modifier = {
            add = -15
            desc = request_prisoner_court_member_tooltip
            scope:secondary_actor = {
                is_courtier_of = scope:recipient
            }
        }

        ### PAIEMENTS
        # Accepte plus facilement si le destinataire est pauvre
        modifier = {
            add = 15
            desc = request_prisoner_gold_payment_tooltip
            scope:gold_payment = yes
        }
        # Accepte plus facilement si le destinataire est cupide et qu'on paie
        modifier = {
			add = 10
			desc = request_prisoner_greedy_tooltip
            scope:gold_payment = yes
            scope:recipient = {
                has_trait = greedy
            }
		}
    }

    ai_will_do = {
        base = 1
        
        # Augmente la chance de demander un prisonnier si en guerre contre lui
        modifier = {
            add = 3
            scope:actor = {
                is_at_war_with = scope:secondary_actor
            }
        }
    }
}
