# ============================================================
# ECONOMIC SPECIALIZATION TRIGGERS
# ============================================================

# War chest: AI should save gold for expected wars instead of spending it all
qyv_ai_should_save_gold = {
    trigger = {
        is_ruler = yes
        is_independent_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        OR = {
            # Facing a strong threat - save for defense
            qyv_ai_has_strong_threat = root
            # At peace but expansion is planned - save for war costs
            AND = {
                NOT = { is_at_war = yes }
                qyv_ai_can_expand_contiguous = root
                NOT = { qyv_ai_is_minor_power = root }
            }
        }
        # Only save when there is something to save
        monthly_income >= 10
    }
}

# War chest: AI should spend its reserve when war is imminent
qyv_ai_should_spend_war_chest = {
    trigger = {
        is_ruler = yes
        is_independent_ruler = yes
        is_at_war = yes
        gold >= 1000
        OR = {
            qyv_ai_has_strong_threat = root
            qyv_ai_has_existential_threat = root
        }
    }
}

# Province Type Detection
qyv_ai_province_is_coastal = {
    trigger = {
        is_province = yes
        is_coastal = yes
    }
}

qyv_ai_province_is_farmland = {
    trigger = {
        is_province = yes
        terrain = farmlands
        OR = { terrain = plains terrain = floodplains }
    }
}

qyv_ai_province_is_mountain = {
    trigger = {
        is_province = yes
        terrain = mountains
    }
}

qyv_ai_province_is_forest = {
    trigger = {
        is_province = yes
        terrain = forest
    }
}

qyv_ai_province_is_desert = {
    trigger = {
        is_province = yes
        terrain = desert
    }
}

qyv_ai_province_is_city = {
    trigger = {
        is_province = yes
        any_holding = { type = city }
    }
}

qyv_ai_province_is_temple = {
    trigger = {
        is_province = yes
        any_holding = { type = temple }
    }
}

qyv_ai_province_is_campital = {
    trigger = {
        is_province = yes
        is_capital = yes
    }
}

# Building Strategy Triggers
qyv_ai_should_build_coastal = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        any_owned_province = {
            is_coastal = yes
            holding = { can_build = yes building_type = trade_port }
        }
    }
}

qyv_ai_should_build_farmland = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 300
        NOT = { in_debt = yes }
        any_owned_province = {
            terrain = farmlands
            holding = { can_build = yes building_type = farm }
        }
    }
}

qyv_ai_should_build_mountain = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        any_owned_province = {
            terrain = mountains
            holding = { can_build = yes building_type = mine }
        }
    }
}

qyv_ai_should_build_forest = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 300
        NOT = { in_debt = yes }
        any_owned_province = {
            terrain = forest
            holding = { can_build = yes building_type = logging_camp }
        }
    }
}

qyv_ai_should_build_city = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        any_owned_province = {
            any_holding = {
                type = city
                can_build = yes
                building_type = guild
            }
        }
    }
}

qyv_ai_should_build_temple = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 300
        NOT = { in_debt = yes }
        any_owned_province = {
            any_holding = {
                type = temple
                can_build = yes
                building_type = monastery
            }
        }
    }
}

qyv_ai_should_build_capital = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 1000
        NOT = { in_debt = yes }
        capital_province = {
            any_holding = { can_build = yes }
        }
    }
}

qyv_ai_should_build_fort = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        any_owned_province = {
            is_border = yes
            holding = { can_build = yes building_type = fort }
        }
    }
}

qyv_ai_should_build_military = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        any_owned_province = {
            holding = { can_build = yes building_type = barracks }
        }
    }
}

# Development Triggers
qyv_ai_should_develop_capital = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 500
        NOT = { in_debt = yes }
        capital_province = { development < 30 }
    }
}

qyv_ai_should_develop_border = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold >= 300
        NOT = { in_debt = yes }
        any_owned_province = {
            is_border = yes
            development < 15
        }
    }
}

qyv_eco_ai_should_promote_culture = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        stewardship >= 14
        any_owned_province = {
            culture = root.culture
            development < 15
        }
    }
}

qyv_ai_should_convert_faith = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        piety >= 500
        any_owned_province = {
            faith != root.faith
            development >= 10
        }
    }
}

qyv_ai_should_optimize_tax = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            contract_has = taxes_normal
            opinion_of_self >= 30
        }
    }
}

qyv_ai_should_optimize_levies = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_vassal = {
            contract_has = levies_normal
            opinion_of_self >= 30
        }
    }
}

# Loan Management
qyv_ai_should_take_loan = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        gold < 100
        monthly_income >= 15
        NOT = { in_debt = yes }
    }
}

qyv_ai_should_repay_loan = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        in_debt = yes
        gold >= 500
        monthly_income >= 20
    }
}

# Economic Strategy by Type
qyv_ai_economy_coastal = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        any_owned_province = { is_coastal = yes }
        num_of_coastal_provinces >= 3
    }
}

qyv_ai_economy_agrarian = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        num_of_farmland_provinces >= 5
    }
}

qyv_ai_economy_mountain = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        num_of_mountain_provinces >= 3
    }
}

qyv_ai_economy_city_focus = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        num_of_city_holdings >= 10
    }
}

qyv_ai_economy_temple_focus = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        num_of_temple_holdings >= 10
    }
}

# Economic Specialization Flags
qyv_ai_economy_specialized_coastal = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        has_character_flag = qyv_econ_coastal
    }
}

qyv_ai_economy_specialized_agrarian = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        has_character_flag = qyv_econ_agrarian
    }
}

qyv_ai_economy_specialized_mountain = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        has_character_flag = qyv_econ_mountain
    }
}