# ============================================================
# GOVERNMENT SPECIALIZATION TRIGGERS
# ============================================================

# Government Type Detection
qyv_ai_is_feudal = {
    trigger = { has_government = feudal_government }
}

qyv_ai_is_clan = {
    trigger = { has_government = clan_government }
}

qyv_ai_is_republic = {
    trigger = { has_government = republic_government }
}

qyv_ai_is_theocracy = {
    trigger = { has_government = theocracy_government }
}

qyv_ai_is_tribal = {
    trigger = { has_government = tribal_government }
}

qyv_ai_is_nomadic = {
    trigger = { has_government = nomadic_government }
}

# Feudal Specialization
qyv_ai_feudal_should_optimize_vassals = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_feudal = root
        any_vassal = { opinion_of_liege < -25 }
    }
}

qyv_ai_feudal_should_manage_contracts = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_feudal = root
        any_vassal = {
            contract_has = taxes_normal
            contract_has = levies_normal
            opinion_of_self >= 30
        }
    }
}

qyv_ai_feudal_should_create_duchies = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_feudal = root
        realm_size >= 30
        num_of_duchies < realm_size / 10
        prestige >= 500
    }
}

# Clan Specialization
qyv_ai_clan_should_manage_clan_sentiment = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_clan = root
        any_clan_member = { opinion_of_self < -25 }
    }
}

qyv_ai_clan_should_grant_lands = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_clan = root
        realm_size >= 20
        any_clan_member = {
            is_landed = no
            opinion_of_self >= 0
        }
        gold >= 200
    }
}

qyv_ai_clan_should_convert_tribal = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_clan = root
        any_owned_province = { is_tribal = yes }
        gold >= 500
    }
}

# Republic Specialization
qyv_ai_republic_should_manage_trade = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_republic = root
        any_owned_province = { is_coastal = yes }
        gold >= 500
    }
}

qyv_ai_republic_should_manage_patricians = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_republic = root
        any_patrician_family = { respect < 500 }
    }
}

qyv_ai_republic_should_expand_trade_posts = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_republic = root
        any_owned_province = {
            is_coastal = yes
            NOT = { has_trade_post = yes }
        }
        gold >= 300
    }
}

# Theocracy Specialization
qyv_ai_theocracy_should_manage_faith = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_theocracy = root
        faith = { can_create_head_of_faith = yes }
    }
}

qyv_ai_theocracy_should_convert = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_theocracy = root
        any_owned_province = { faith != root.faith }
    }
}

qyv_ai_theocracy_should_use_faith_head = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_theocracy = root
        is_faith_head = yes
    }
}

# Tribal Specialization
qyv_ai_tribal_should_raid = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_tribal = root
        NOT = { is_at_war = yes }
        any_owned_province = { is_coastal = yes }
    }
}

qyv_ai_tribal_should_convert = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_tribal = root
        prestige >= 1000
        realm_size >= 15
    }
}

qyv_ai_tribal_should_manage_clans = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_tribal = root
        any_clan_member = { opinion_of_self < -25 }
    }
}

# Nomadic Specialization
qyv_ai_nomadic_should_manage_horde = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_nomadic = root
        horde_unity < 50
    }
}

qyv_ai_nomadic_should_manage_grazing = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_nomadic = root
        any_owned_province = { is_nomadic_capital = yes }
    }
}

qyv_ai_nomadic_should_manage_clans = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_nomadic = root
        any_clan = { sentiment < 0 }
    }
}

# Government-Specific War Logic
qyv_ai_feudal_war_logic = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_feudal = root
        is_at_war = yes
    }
}

qyv_ai_clan_war_logic = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_clan = root
        is_at_war = yes
    }
}

qyv_ai_republic_war_logic = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_republic = root
        is_at_war = yes
    }
}

qyv_ai_tribal_war_logic = {
    trigger = {
        is_ai = yes
        is_ruler = yes
        qyv_ai_is_tribal = root
        is_at_war = yes
    }
}