﻿plan_heist_interaction = {
	category = interaction_category_hostile
	common_interaction = no
	ignores_pending_interaction_block = yes
	icon = artisan_inspiration

	target_type = artifact
	target_filter = recipient_artifacts 

	is_shown = {
		NOR = {
			scope:recipient = scope:actor
			scope:recipient = { is_imprisoned_by = scope:actor }
		}
		scope:recipient = {
			in_diplomatic_range = scope:actor
			any_character_artifact = {
				exists = this
			}
		}
		scope:recipient = {
			trigger_if = {
				limit = {
					exists = involved_activity
				}
				NOT = {
					involved_activity ?= { #do not give out anything during coronation
						has_activity_type = activity_coronation
						activity_host = scope:recipient
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
		NOR = {
			scope:recipient = scope:actor
			scope:recipient = { is_imprisoned_by = scope:actor }
		}
		scope:recipient = {
			# needs to have an artifact
			any_character_artifact = { 
				exists = this
			}
		}

		# Smuggler employed
		custom_description = {
			text = have_smuggler_court_position
			exists = scope:actor.court_position:smuggler_court_position
		}

		# Smuggler is Planning Heist
		trigger_if = {
			limit = { exists = scope:actor.court_position:smuggler_court_position }
			custom_description = {
				text = smuggler_planning_heist
				subject = scope:actor.court_position:smuggler_court_position
				scope:actor = {
					exists = var:smuggler_is_planning_heist
					var:smuggler_is_planning_heist = yes
				}
			}
		}

		# Checks to determine piety cost for Religious Artifacts
		trigger_if = {
			limit = {
				exists = scope:target.var:relic
				scope:target = { rarity = common }
			}
			scope:actor = { 
				piety >= minor_plan_heist_piety_value
				gold >= minor_plan_heist_gold_value
			}
		}
		trigger_else_if = {
			limit = {
				exists = scope:target.var:relic
				scope:target = { rarity = masterwork }
			}
			scope:actor = { 
				piety >= medium_plan_heist_piety_value
				gold >= medium_plan_heist_gold_value
			}
		}
		trigger_else_if = {
			limit = {
				exists = scope:target.var:relic
				scope:target = { rarity = famed }
			}
			scope:actor = { 
				piety >= major_plan_heist_piety_value
				gold >= major_plan_heist_gold_value
			}
		}
		trigger_else = {
			limit = {
				exists = scope:target.var:relic
				scope:target = { rarity = illustrious }
			}
			scope:actor = { 
				piety >= massive_plan_heist_piety_value
				gold >= massive_plan_heist_gold_value
			}
		}

		# Checks to determine prestige cost for regular artifacts
		trigger_if = {
			limit = {
				exists = scope:target
				NOT = { exists = scope:target.var:relic }
				scope:target = { rarity = common }
			}
			scope:actor = { 
				prestige >= minor_plan_heist_prestige_value
				gold >= minor_plan_heist_gold_value
			}
		}
		trigger_else_if = {
			limit = {
				exists = scope:target
				NOT = { exists = scope:target.var:relic }
				scope:target = { rarity = masterwork }
			}
			scope:actor = { 
				prestige >= medium_plan_heist_prestige_value
				gold >= medium_plan_heist_gold_value
			}
		}
		trigger_else_if = {
			limit = {
				exists = scope:target
				NOT = { exists = scope:target.var:relic }
				scope:target = { rarity = famed }
			}
			scope:actor = { 
				prestige >= major_plan_heist_prestige_value
				gold >= major_plan_heist_gold_value
			}
		}
		trigger_else = {
			limit = {
				exists = scope:target
				NOT = { exists = scope:target.var:relic }
				scope:target = { rarity = illustrious }
			}
			scope:actor = { 
				prestige >= massive_plan_heist_prestige_value
				piety >= massive_plan_heist_gold_value
			}
		}
	}

	desc = plan_heist_interaction_desc

	auto_accept = yes

	on_accept = {
		# If it's a religous artifact...
		if = {
			limit = {
				exists = scope:target.var:relic
			}
			# Toast to the actor
			scope:actor = {
				send_interface_toast = {
					type = event_artifact_good
					title = planned_heist.t
					left_icon = scope:recipient
					right_icon = scope:target
					# Determine piety cost
					if = {
						limit = {
							exists = scope:target.var:relic
							scope:target = { rarity = common }
						}
						scope:actor = { 
							add_piety = minor_plan_heist_piety_loss
							remove_short_term_gold = minor_plan_heist_gold_value
						}
					}
					else_if = {
						limit = {
							exists = scope:target.var:relic
							scope:target = { rarity = masterwork }
						}
						scope:actor = { 
							add_piety = medium_plan_heist_piety_loss
							remove_short_term_gold = medium_plan_heist_gold_value
						}
					}
					else_if = {
						limit = {
							exists = scope:target.var:relic
							scope:target = { rarity = famed }
						}
						scope:actor = { 
							add_piety = major_plan_heist_piety_loss
							remove_short_term_gold = major_plan_heist_gold_value
						}
					}
					else_if = {
						limit = {
							exists = scope:target.var:relic
							scope:target = { rarity = illustrious }
						}
						scope:actor = { 
							add_piety = massive_plan_heist_piety_loss
							remove_short_term_gold = massive_plan_heist_gold_value
						}
					}
				}
				add_to_variable_list = {
					name = planned_heist_artifacts
					target = scope:target
				}
			}
		}
		# If it's not a religous artifact...
		else = {
			scope:actor = {
				send_interface_toast = {
					type = event_artifact_good
					title = planned_heist.t
					left_icon = scope:recipient
					right_icon = scope:target
					# Determine prestige cost
					if = {
						limit = {
							exists = scope:target
							scope:target = { rarity = common }
						}
						scope:actor = { 
							add_prestige = minor_plan_heist_prestige_loss
							remove_short_term_gold = minor_plan_heist_gold_value
						}
					}
					else_if = {
						limit = {
							exists = scope:target
							scope:target = { rarity = masterwork }
						}
						scope:actor = { 
							add_prestige = medium_plan_heist_prestige_loss
							remove_short_term_gold = medium_plan_heist_gold_value
						}
					}
					else_if = {
						limit = {
							exists = scope:target
							scope:target = { rarity = famed }
						}
						scope:actor = { 
							add_prestige = major_plan_heist_prestige_loss
							remove_short_term_gold = major_plan_heist_gold_value
						}
					}
					else_if = {
						limit = {
							exists = scope:target
							scope:target = { rarity = illustrious }
						}
						scope:actor = { 
							add_prestige = massive_plan_heist_prestige_loss
							remove_short_term_gold = massive_plan_heist_gold_value
						}
					}
				}
				add_to_variable_list = {
					name = planned_heist_artifacts
					target = scope:target
				}
			}
		}
		scope:actor = {
			stress_impact = {
				just = medium_stress_impact_gain
				honest = medium_stress_impact_gain
			}
		}
	}

	# AI STUFF
	ai_target_quick_trigger = {
		adult = yes
	}

	ai_targets = {
		# Only want AI to target neighbors
		ai_recipients = neighboring_rulers
	}

	ai_frequency_by_tier = {
		barony = 0
		county = 120
		duchy = 30
		kingdom = 30
		empire = 30
		hegemony = 30
	}

	ai_potential = {
		# The basic requirements
		is_imprisoned = no 
		is_playable_character = yes 
		is_available_ai_adult = yes

		# They must be well supplied
		prestige > major_prestige_value
		piety > major_piety_value

		# Only really greedy AI characters get to use this
		ai_greed >= high_positive_ai_value

		exists = court_position:smuggler_court_position
		exists = var:smuggler_is_planning_heist
		var:smuggler_is_planning_heist = yes
	}

	ai_will_do = {
		base = 30

		# Unity modifiers
		evaluate_action_decreasing_house_unity = {
			VALUE = 100
		}

		# Make it more likely for AI characters to buy claims if they have a royal court
		modifier = {
			scope:actor = {
				has_royal_court = yes 
				has_dlc_feature = court_artifacts
			}
			factor = 2
		}

		# Prevent AI from buying artifact claims for court artifacts if they don't have a royal court
		modifier = {
			scope:actor = {
				has_royal_court = no
			}
			scope:target = {
				OR = {
					artifact_slot_type = throne
					artifact_slot_type = wall_big
					artifact_slot_type = wall_small
					artifact_slot_type = sculpture
					artifact_slot_type = book
					artifact_slot_type = pedestal
				}
			}
			factor = 0
		}

		# AI won't buy claims on artifacts owned by their lovers or friends
		modifier = {
			scope:recipient = {
				OR = {
					has_relation_friend = scope:actor
					has_relation_lover = scope:actor
					# is_close_or_extended_family_of = scope:actor
				}
			}
			factor = 0
		}
	}
}

#Smuggle an artifact that you planned a heist on 
smuggle_artifact_interaction = {
	icon = icon_scheme_steal_back_artifact
	interface_priority = 70
	category = interaction_category_hostile
	common_interaction = no

	desc = smuggle_artifact_interaction_desc

	send_name = START_SCHEME

	scheme = smuggle_artifact
	ignores_pending_interaction_block = yes

	target_type = artifact
	target_filter = recipient_artifacts
	
	is_shown = {
		NOR = {
			scope:recipient = scope:actor
			scope:recipient = { is_imprisoned_by = scope:actor }
		}
		# Need an artifact we planned a heist for
		scope:recipient = {
			any_character_artifact = {
				scope:actor = {
					is_target_in_variable_list = {
						name = planned_heist_artifacts
						target = prev
					}
				}
			}
		}
	}
	
	is_highlighted = {
		always = yes
	}

	is_valid_showing_failures_only = {
		trigger_if = {
		   limit = {
				scope:recipient = {
					any_character_artifact = {
						scope:actor = {
							is_target_in_variable_list = {
								name = planned_heist_artifacts
								target = prev
							}
						}
					}
				}
			}
		}

		# Smuggler employed
		custom_description = {
			text = have_smuggler_court_position
			exists = scope:actor.court_position:smuggler_court_position
		}

		# Smuggler is Planning Heist
		trigger_if = {
			limit = { exists = scope:actor.court_position:smuggler_court_position }
			custom_description = {
				text = smuggler_planning_heist
				subject = scope:actor.court_position:smuggler_court_position
				scope:actor = {
					exists = var:smuggler_is_planning_heist
					var:smuggler_is_planning_heist = yes
				}
			}
		}

		custom_description = {
			object = scope:recipient
			text = you_have_been_caught_trying_to_steal_artifact_from_target
			scope:recipient = {
				NOT = {
					has_opinion_modifier = {
						target = scope:actor
						modifier = attempted_to_steal_artifact_from_me
					}
				}
			}
		}

		custom_description = {
			object = scope:recipient
			text = you_have_recently_stolen_artifact_from_target
			scope:recipient = {
				NOT = {
					has_opinion_modifier = {
						target = scope:actor
						modifier = stole_artifact_from_me
					}
				}
			}
		}
	}

	can_be_picked_artifact = {
		scope:recipient = {
			any_character_artifact = {
				scope:actor = {
					is_target_in_variable_list = {
						name = planned_heist_artifacts
						target = prev
					}
				}
			}
		}
	}
	# Scheme Starter Packages
	options_heading = schemes.t.agent_packages
	send_options_exclusive = yes
	## Balanced agents.
	send_option = {
		flag = agent_focus_balance
		current_description = start_stealing_back_artifact.tt.agent_focus_balance
	}
	## Focused on Success Chance.
	send_option = {
		flag = agent_focus_success
		current_description = start_stealing_back_artifact.tt.agent_focus_success
	}
	## Focused on Speed.
	send_option = {
		flag = agent_focus_speed
		current_description = start_stealing_back_artifact.tt.agent_focus_speed
	}
	## Focused on Secrecy.
	send_option = {
		flag = agent_focus_secrecy
		current_description = start_stealing_back_artifact.tt.agent_focus_secrecy
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				vengeful = medium_stress_impact_loss
				honest = minor_stress_impact_gain
				just = minor_stress_impact_loss
			}
		}
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					type = event_toast_effect_neutral
					title = start_stealing_back_artifact_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					if =  {
						limit = {
							any_character_active_contract = {
								has_task_contract_type = laamp_steal_artifact_contract
								var:task_contract_target ?= scope:recipient
							}
						}
						random_character_active_contract = {
							limit = {
								has_task_contract_type = laamp_steal_artifact_contract
								var:task_contract_target ?= scope:recipient
							}
							save_scope_as = scheme_contract
						}
						# Success.
						if = {
							limit = { scope:agent_focus_success ?= yes }
							begin_contract_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								TASK_CONTRACT = scope:scheme_contract
								# Success.
								AGENT_1 = agent_thief
								AGENT_2 = agent_thief
								AGENT_3 = agent_thug
								# Speed.
								AGENT_4 = agent_infiltrator
								# Secrecy.
								AGENT_5 = agent_lookout
							}
						}
						# Speed.
						else_if = {
							limit = { scope:agent_focus_speed ?= yes }
							begin_contract_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								TASK_CONTRACT = scope:scheme_contract
								# Speed.
								AGENT_1 = agent_infiltrator
								AGENT_2 = agent_infiltrator
								AGENT_3 = agent_footpad
								# Success.
								AGENT_4 = agent_thief
								# Secrecy.
								AGENT_5 = agent_lookout
							}
						}
						# Secrecy.
						else_if = {
							limit = { scope:agent_focus_secrecy ?= yes }
							begin_contract_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								TASK_CONTRACT = scope:scheme_contract
								# Secrecy.
								AGENT_1 = agent_lookout
								AGENT_2 = agent_alibi
								AGENT_3 = agent_decoy
								# Success.
								AGENT_4 = agent_thief
								# Speed.
								AGENT_5 = agent_infiltrator
							}
						}
						# Balanced.
						else = {
							begin_contract_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								TASK_CONTRACT = scope:scheme_contract
								# Success.
								AGENT_1 = agent_thief
								AGENT_2 = agent_thief
								# Speed.
								AGENT_3 = agent_infiltrator
								AGENT_4 = agent_infiltrator
								# Secrecy.
								AGENT_5 = agent_lookout
							}
						}
					}
					else = {
						# Success.
						if = {
							limit = { scope:agent_focus_success ?= yes }
							begin_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								# Success.
								AGENT_1 = agent_thief
								AGENT_2 = agent_thief
								AGENT_3 = agent_thug
								# Speed.
								AGENT_4 = agent_infiltrator
								# Secrecy.
								AGENT_5 = agent_lookout
							}
						}
						# Speed.
						else_if = {
							limit = { scope:agent_focus_speed ?= yes }
							begin_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								# Speed.
								AGENT_1 = agent_infiltrator
								AGENT_2 = agent_infiltrator
								AGENT_3 = agent_footpad
								# Success.
								AGENT_4 = agent_thief
								# Secrecy.
								AGENT_5 = agent_lookout
							}
						}
						# Secrecy.
						else_if = {
							limit = { scope:agent_focus_secrecy ?= yes }
							begin_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								# Secrecy.
								AGENT_1 = agent_lookout
								AGENT_2 = agent_alibi
								AGENT_3 = agent_decoy
								# Success.
								AGENT_4 = agent_thief
								# Speed.
								AGENT_5 = agent_infiltrator
							}
						}
						# Balanced.
						else = {
							begin_scheme_with_agents_effect = {
								SCHEME_TYPE = smuggle_artifact
								TARGET_TYPE = target_character
								TARGET_SCOPE = scope:recipient
								# Success.
								AGENT_1 = agent_thief
								AGENT_2 = agent_thief
								# Speed.
								AGENT_3 = agent_infiltrator
								AGENT_4 = agent_infiltrator
								# Secrecy.
								AGENT_5 = agent_lookout
							}
						}
					}
					scope:new_scheme ?= {
						set_variable = {
							name = target_artifact
							value = scope:target
						}
					}
					show_as_tooltip = {
						stress_impact = {
							vengeful = medium_stress_impact_loss
							honest = minor_stress_impact_gain
							just = minor_stress_impact_loss
						}
					}
				}
			}
		}
	}
	
	# AI
	ai_potential = {
		is_imprisoned = no
		ai_greed >= low_negative_ai_value
		intrigue >= low_skill_rating
		NOT = {
			any_scheme = {
				OR = {
					scheme_type = murder
					scheme_type = abduct
					scheme_type = claim_throne
					scheme_type = fabricate_hook
					scheme_type = smuggle_artifact
				}
			}
		}
		exists = court_position:smuggler_court_position
		exists = var:smuggler_is_planning_heist
		var:smuggler_is_planning_heist = yes
	}
	
	ai_target_quick_trigger = {
		adult = yes
	}
	ai_targets = {
		ai_recipients = scripted_relations
	}

	ai_targets = {
		ai_recipients = liege
	}
	ai_targets = {
		ai_recipients = neighboring_rulers
		ai_recipients = peer_vassals
		ai_recipients = nearby_domicile_owners
		max = 10
	}
	ai_targets = {
		ai_recipients = family
		max = 10
	}
	ai_targets = {
		ai_recipients = vassals
		max = 10
	}

	ai_frequency_by_tier = {
		barony = 0
		county = 144
		duchy = 72
		kingdom = 36
		empire = 36
		hegemony = 36
	}

	ai_will_do = {
		base = -30
		# Factor for personality (excluding realism).
		modifier = {
			add = {
				value = ai_greed
				multiply = -1
			}
		}
		modifier = {
			ai_vengefulness > 0
			add = ai_vengefulness
		}
		modifier = {
			add = {
				value = ai_compassion
				multiply = -0.25
			}
		}
		modifier = {
			scope:actor = {
				has_relation_rival = scope:recipient
			}
			add = 60
		}
		modifier = {
			scope:actor = {
				has_relation_nemesis = scope:recipient
			}
			add = 150
		}
		# Recipient is flaunting their artifacts and needs to be taken down a peg - from hold_court.3080
		modifier = {
			scope:recipient = {
				OR = {
					has_character_modifier = petition_event_artifact_exhibition_for_prestige
					has_character_modifier = petition_event_artifact_exhibition_for_gold
				}
			}
			add = 35
		}
		modifier = {
			scope:actor = {
				opinion = {
					target = scope:recipient
					value >= medium_positive_opinion
				}
				ai_greed <= high_positive_ai_value
			}
			factor = 0
		}
		modifier = {
			scope:recipient = {
				OR = {
					has_relation_friend = scope:actor
					has_relation_lover = scope:actor
				}
			}
			factor = 0
		}
		modifier = {
			scope:actor = {
				has_royal_court = no
			}
			scope:target = {
				OR = {
					artifact_slot_type = throne
					artifact_slot_type = wall_big
					artifact_slot_type = wall_small
					artifact_slot_type = sculpture
					artifact_slot_type = book
					artifact_slot_type = pedestal
				}
			}
			factor = 0
		}
		modifier = {
			scope:recipient = {
				OR = {
					AND = {
						scope:target = {
							artifact_slot_type = primary_armament
						}
						OR = {
							any_equipped_character_artifact = {
								artifact_slot_type = primary_armament
								rarity = illustrious
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = primary_armament
									rarity = famed
								}
								scope:target = {
									OR = {
										rarity = famed
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = primary_armament
									rarity = masterwork
								}
								scope:target = {
									OR = {
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = primary_armament
									rarity = common
								}
								scope:target = {
									rarity = common
								}
							}
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = regalia
						}
						OR = {
							any_equipped_character_artifact = {
								artifact_slot_type = regalia
								rarity = illustrious
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = regalia
									rarity = famed
								}
								scope:target = {
									OR = {
										rarity = famed
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = regalia
									rarity = masterwork
								}
								scope:target = {
									OR = {
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = regalia
									rarity = common
								}
								scope:target = {
									rarity = common
								}
							}
						}	
					}
					AND = {
						scope:target = {
							artifact_slot_type = helmet
						}
						OR = {
							any_equipped_character_artifact = {
								artifact_slot_type = helmet
								rarity = illustrious
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = helmet
									rarity = famed
								}
								scope:target = {
									OR = {
										rarity = famed
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = helmet
									rarity = masterwork
								}
								scope:target = {
									OR = {
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = helmet
									rarity = common
								}
								scope:target = {
									rarity = common
								}
							}
						}	
					}
					AND = {
						scope:target = {
							artifact_slot_type = armor
						}
						OR = {
							any_equipped_character_artifact = {
								artifact_slot_type = armor
								rarity = illustrious
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = armor
									rarity = famed
								}
								scope:target = {
									OR = {
										rarity = famed
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = armor
									rarity = masterwork
								}
								scope:target = {
									OR = {
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = armor
									rarity = common
								}
								scope:target = {
									rarity = common
								}
							}
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = miscellaneous
							rarity = common
						}
						any_equipped_character_artifact = {
							count >= 4
							artifact_slot_type = miscellaneous
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = throne
						}
						OR = {
							any_equipped_character_artifact = {
								artifact_slot_type = throne
								rarity = illustrious
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = throne
									rarity = famed
								}
								scope:target = {
									OR = {
										rarity = famed
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = throne
									rarity = masterwork
								}
								scope:target = {
									OR = {
										rarity = masterwork
										rarity = common
									}
								}
							}
							AND = {
								any_equipped_character_artifact = {
									artifact_slot_type = throne
									rarity = common
								}
								scope:target = {
									rarity = common
								}
							}
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = wall_big
							rarity = common
						}
						any_equipped_character_artifact = {
							count >= 3
							artifact_slot_type = wall_big
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = wall_small
							rarity = common
						}
						any_equipped_character_artifact = {
							count >= 3
							artifact_slot_type = wall_small
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = sculpture
							rarity = common
						}
						any_equipped_character_artifact = {
							count >= 2
							artifact_slot_type = sculpture
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = book
							rarity = common
						}
						any_equipped_character_artifact = {
							count >= 2
							artifact_slot_type = book
						}
					}
					AND = {
						scope:target = {
							artifact_slot_type = pedestal
							rarity = common
						}
						any_equipped_character_artifact = {
							count >= 4
							artifact_slot_type = pedestal
						}
					}
				}
			}
			factor = 0
		}
		start_hostile_scheme_ai_base_modifiers = yes # At the end so Cowed can block it completely
	}

	auto_accept = yes
}
