seljuk_sultanate_mechanic = {
	alert_icon_gfx = GFX_alerticons_government_mechanics
	alert_icon_index = 3
	available = {
		always = yes
	}
	
	interactions = {
		seljuk_reorganize_supreme_diwan = {
			icon = GFX_seljuk_reorganize_supreme_diwan_button
			trigger = {
				adm_power_cost = 50
			}
			effect = {
				adm_power_cost = 50
				add_country_modifier = {
					name = "gov_reorganized_bureaucracy_of_the_diwan"
					duration = 7300
				}
			}
			cooldown_years = 20
			ai_chance = {
				factor = 1
				modifier = {
					factor = 100
					overextension_percentage = 0.01
				}
				modifier = {
					factor = 20
					personality = ai_militarist
				}
				modifier = {
					factor = 0
					is_at_war = no
					NOT = { overextension_percentage = 0.01 }
					NOT = {
						any_owned_province = {
							NOT = { religion_group = ROOT }
							local_autonomy_above_min = 10
						}
					}
				}
				modifier = {
					factor = 15
					is_at_war = no
					NOT = { overextension_percentage = 0.01 }
					any_owned_province = {
						NOT = { religion_group = ROOT }
						local_autonomy_above_min = 10
					}
					monthly_adm = 8
				}
			}
		}
		seljuk_appoint_a_new_vizier = {
			icon = GFX_seljuk_appoint_a_new_vizier_button
			trigger = { 
				dip_power_cost = 50
			}
			effect = { 
				dip_power_cost = 50
				define_advisor = {
					type = statesman
					skill = 3
					cost_multiplier = 0.67
				}
				add_country_modifier = {
					name = "gov_associates_of_the_vizier"
					duration = 7300
				}
			}
			cooldown_years = 20
			ai_chance = {
				factor = 10
			}
		}
		seljuk_call_upon_the_dynasts = {
			icon = GFX_seljuk_call_upon_the_dynasts_button
			trigger = {
				mil_power_cost = 50
				num_of_states = 3
			}
			effect = { 
				mil_power_cost = 50
				add_country_modifier = {
					name = "gov_recruited_turkmen"
					duration = 7300
				}
			}
			cooldown_years = 20
			ai_chance = {
				factor = 100
				modifier = {
					factor = 20
					not = { manpower_percentage = 0.3 }
				}
				modifier = {
					factor = 20
					not = { manpower_percentage = 0.2 }
				}
				modifier = {
					factor = 20
					not = { manpower_percentage = 0.1 }
				}
				modifier = {
					factor = 100
					is_in_important_war = yes
				}
				modifier = {
					factor = 0
					is_at_war = no
				}
			}
		}
	}
}