decisions = {
	Buy_Bronze_Set = {
		is_high_prio = yes
		potential = {
			trait = No_Set
			ai = yes
			NOT = {
				trait = Bronze_Set
				trait = Iron_Set
				trait = Steel_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = No_Set
    		wealth = 50
  		}	
		effect = {
			wealth = -50
			add_trait = Bronze_Set
			remove_trait = No_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Iron_Set = {
		is_high_prio = yes
		potential = {
			trait = Bronze_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Steel_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Bronze_Set
    		wealth = 56
  		}	
		effect = {
			wealth = -56
			add_trait = Iron_Set
			remove_trait = Bronze_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Steel_Set = {
		is_high_prio = yes
		potential = {
			trait = Iron_Set
			ai = yes
			NOT = {
				trait = Bronze_Set
				trait = Steel_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Iron_Set
    		wealth = 174
  		}	
		effect = {
			wealth = -174
			add_trait = Steel_Set
			remove_trait = Iron_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Warrior1_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}				
			trait = Steel_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Set
    		wealth = 228
  		}	
		effect = {
			wealth = -228
			add_trait = Silver_Set
			remove_trait = Steel_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Smith1_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}				
			trait = Steel_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Set
    		wealth = 228
  		}	
		effect = {
			wealth = -228
			add_trait = Silver_Set
			remove_trait = Steel_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Rogue1_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}				
			trait = Steel_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Set
    		wealth = 228
  		}	
		effect = {
			wealth = -228
			add_trait = Ass_Cloak
			remove_trait = Steel_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Mage1_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Mage_1
				trait = Mage_2
				trait = Mage_3
				trait = Mage_4
				trait = Mage_5
			}				
			trait = Steel_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Set
    		wealth = 228
  		}	
		effect = {
			wealth = -228
			add_trait = Basic_Robes
			remove_trait = Steel_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Politician1_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}				
			trait = Steel_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Set
    		wealth = 228
  		}	
		effect = {
			wealth = -228
			add_trait = Ruby_Crown
			remove_trait = Steel_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Warrior2_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}				
			trait = Silver_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Silver_Set
    		wealth = 756
  		}	
		effect = {
			wealth = -756
			add_trait = Mithril_Set
			remove_trait = Silver_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Smith2_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}				
			trait = Silver_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Silver_Set
    		wealth = 756
  		}	
		effect = {
			wealth = -756
			add_trait = Mithril_Set
			remove_trait = Silver_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Rogue2_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}				
			trait = Ass_Cloak
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Steel_Set
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Ass_Cloak
    		wealth = 756
  		}	
		effect = {
			wealth = -756
			add_trait = Silent_Cloak
			remove_trait = Ass_Cloak
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Mage2_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Mage_1
				trait = Mage_2
				trait = Mage_3
				trait = Mage_4
				trait = Mage_5
			}				
			trait = Basic_Robes
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Steel_Set
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Basic_Robes
    		wealth = 756
  		}	
		effect = {
			wealth = -756
			add_trait = Elven_Robes
			remove_trait = Basic_Robes
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Politician2_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}				
			trait = Ruby_Crown
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Steel_Set
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Ruby_Crown
    		wealth = 756
  		}	
		effect = {
			wealth = -756
			add_trait = Emerald_Crown
			remove_trait = Ruby_Crown
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Warrior3_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}				
			trait = Mithril_Set
			ai = yes
			NOT = {
				trait = Elf
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Silver_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Set
    		wealth = 2373
  		}	
		effect = {
			wealth = -2373
			add_trait = Dragon_Set
			remove_trait = Mithril_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Smith3_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}				
			trait = Mithril_Set
			ai = yes
			NOT = {
				trait = Elf
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Silver_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Set
    		wealth = 2373
  		}	
		effect = {
			wealth = -2373
			add_trait = Dragon_Set
			remove_trait = Mithril_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Rogue3_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}				
			trait = Silent_Cloak
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Steel_Set
				trait = Ass_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Silent_Cloak
    		wealth = 2373
  		}	
		effect = {
			wealth = -2373
			add_trait = Master_Cloak
			remove_trait = Silent_Cloak
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Politician3_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}				
			trait = Emerald_Crown
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Steel_Set
				trait = Ruby_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Emerald_Crown
    		wealth = 2373
  		}	
		effect = {
			wealth = -2373
			add_trait = Diamond_Crown
			remove_trait = Emerald_Crown
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_ElfWarrior3_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}
			trait = Elf			
			trait = Mithril_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Silver_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Set
    		wealth = 1400
  		}	
		effect = {
			wealth = -1400
			add_trait = Elven_Set
			remove_trait = Mithril_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_ElfSmith3_Set = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}
			trait = Elf			
			trait = Mithril_Set
			ai = yes
			NOT = {
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Silver_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Set
    		wealth = 1400
  		}	
		effect = {
			wealth = -1400
			add_trait = Elven_Set
			remove_trait = Mithril_Set
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Bronze_Weapon = {
		is_high_prio = yes
		potential = {
			trait = No_Sword
			ai = yes
			NOT = {
				trait = Bronze_Sword
				trait = Iron_Sword
				trait = Steel_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = No_Sword
    		wealth = 10
  		}	
		effect = {
			wealth = -10
			add_trait = Bronze_Sword
			remove_trait = No_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Iron_Weapon = {
		is_high_prio = yes
		potential = {
			trait = Bronze_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Steel_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Bronze_Sword
    		wealth = 28
  		}	
		effect = {
			wealth = -28
			add_trait = Iron_Sword
			remove_trait = Bronze_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Steel_Weapon = {
		is_high_prio = yes
		potential = {
			trait = Iron_Sword
			ai = yes
			NOT = {
				trait = Bronze_Sword
				trait = Steel_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Iron_Sword
    		wealth = 88
  		}	
		effect = {
			wealth = -88
			add_trait = Steel_Sword
			remove_trait = Iron_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Warrior1_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}				
			trait = Steel_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Sword
    		wealth = 115
  		}	
		effect = {
			wealth = -115
			add_trait = Silver_Sword
			remove_trait = Steel_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Smith1_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}				
			trait = Steel_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff

			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Sword
    		wealth = 115
  		}	
		effect = {
			wealth = -115
			add_trait = Steel_Pickaxe
			remove_trait = Steel_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Rogue1_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}				
			trait = Steel_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Sword
    		wealth = 115
  		}	
		effect = {
			wealth = -115
			add_trait = Ass_Blades
			remove_trait = Steel_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Mage1_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Mage_1
				trait = Mage_2
				trait = Mage_3
				trait = Mage_4
				trait = Mage_5
			}				
			trait = Steel_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Sword
    		wealth = 115
  		}	
		effect = {
			wealth = -115
			add_trait = Oak_Staff
			remove_trait = Steel_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Politician1_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}				
			trait = Steel_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Sword
    		wealth = 115
  		}	
		effect = {
			wealth = -115
			add_trait = Ruby_Dagger
			remove_trait = Steel_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Warrior2_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}				
			trait = Silver_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Steel_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Silver_Sword
    		wealth = 381
  		}	
		effect = {
			wealth = -381
			add_trait = Mithril_Sword
			remove_trait = Silver_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Smith2_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}				
			trait = Steel_Pickaxe
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Sword
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
#
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Steel_Pickaxe
    		wealth = 381
  		}	
		effect = {
			wealth = -381
			add_trait = Mithril_Pickaxe
			remove_trait = Steel_Pickaxe
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Rogue2_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}				
			trait = Ass_Blades
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Steel_Sword
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Ass_Blades
    		wealth = 381
  		}	
		effect = {
			wealth = -381
			add_trait = Silent_Blades
			remove_trait = Ass_Blades
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Mage2_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Mage_1
				trait = Mage_2
				trait = Mage_3
				trait = Mage_4
				trait = Mage_5
			}				
			trait = Oak_Staff
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Steel_Sword
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Oak_Staff
    		wealth = 381
  		}	
		effect = {
			wealth = -381
			add_trait = ElvenWood_Staff
			remove_trait = Oak_Staff
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Politician2_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}				
			trait = Ruby_Dagger
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Steel_Sword
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Ruby_Dagger
    		wealth = 381
  		}	
		effect = {
			wealth = -381
			add_trait = Emerald_Dagger
			remove_trait = Ruby_Dagger
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Warrior3_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}				
			trait = Mithril_Sword
			ai = yes
			NOT = {
				trait = Elf
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Steel_Sword
				trait = Gold_Sword
				trait = Silver_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Sword
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Dragon_Sword
			remove_trait = Mithril_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Smith3_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}				
			trait = Mithril_Pickaxe
			ai = yes
			NOT = {
				trait = Elf
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Sword
				trait = Steel_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
#
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Silver_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Pickaxe
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Dragon_Pickaxe
			remove_trait = Mithril_Pickaxe
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Rogue3_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}				
			trait = Silent_Blades
			ai = yes
			NOT = {
				trait = Elf
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Steel_Sword
				trait = Ass_Bow
				trait = Ass_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Silent_Blades
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Master_Blades
			remove_trait = Silent_Blades
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_Politician3_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}				
			trait = Emerald_Dagger
			ai = yes
			NOT = {
				trait = Elf
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Steel_Sword
				trait = Ruby_Bracelet
				trait = Ruby_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Emerald_Dagger
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Diamond_Dagger
			remove_trait = Emerald_Dagger
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_ElfPolitician_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Politician_1
				trait = Politician_2
				trait = Politician_3
				trait = Politician_4
				trait = Politician_5
			}	
			trait = Elf				
			trait = Emerald_Dagger
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Steel_Sword
				trait = Ruby_Bracelet
				trait = Ruby_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Emerald_Dagger
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Elven_Sword
			remove_trait = Emerald_Dagger
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_ElfWarrior3_Warrior = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Warrior_1
				trait = Warrior_2
				trait = Warrior_3
				trait = Warrior_4
				trait = Warrior_5
			}
			trait = Elf			
			trait = Mithril_Sword
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Steel_Sword
				trait = Gold_Sword
				trait = Silver_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Sword
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Elven_Sword
			remove_trait = Mithril_Sword
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_ElfSmith3_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Smith_1
				trait = Smith_2
				trait = Smith_3
				trait = Smith_4
				trait = Smith_5
			}
			trait = Elf			
			trait = Mithril_Pickaxe
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Ass_Blades
				trait = Ass_Bow
				trait = Silent_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Sword
				trait = Steel_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
#
				trait = Iron_Set
				trait = Bronze_Set
				trait = Steel_Set
				trait = Gold_Set
				trait = Silver_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Ass_Cloak
				trait = Silent_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Mithril_Pickaxe
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Elven_Sword
			remove_trait = Mithril_Pickaxe
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
	Buy_ElfRogue3_Weapon = {
		is_high_prio = yes
		potential = {
			OR = {
				trait = Rogue_1
				trait = Rogue_2
				trait = Rogue_3
				trait = Rogue_4
				trait = Rogue_5
			}
			trait = Elf			
			trait = Silent_Blades
			ai = yes
			NOT = {
				trait = Iron_Sword
				trait = Bronze_Sword
				trait = Silver_Sword
				trait = Gold_Sword
				trait = Mithril_Sword
				trait = Elven_Sword
				trait = Dragon_Sword
				trait = Steel_Sword
				trait = Ass_Bow
				trait = Ass_Blades
				trait = Silent_Bow
				trait = Master_Blades
				trait = Master_Bow
				trait = Ruby_Dagger
				trait = Ruby_Bracelet
				trait = Emerald_Dagger
				trait = Emerald_Bracelet
				trait = Diamond_Dagger
				trait = Diamond_Bracelet
				trait = Steel_Pickaxe
				trait = Mithril_Pickaxe
				trait = Dragon_Pickaxe
				trait = Oak_Staff
				trait = ElvenWood_Staff
				trait = White_Staff
				trait = Dark_Staff
#
				trait = Iron_Set
				trait = Bronze_Set
				trait = Silver_Set
				trait = Gold_Set
				trait = Mithril_Set
				trait = Elven_Set
				trait = Dragon_Set
				trait = Steel_Set
				trait = Ass_Cloak
				trait = Master_Cloak
				trait = Ruby_Crown
				trait = Emerald_Crown
				trait = Diamond_Crown
				trait = Basic_Robes
				trait = Elven_Robes
				trait = White_Robes
				trait = Dark_Robes
			}
			prisoner = no

		}
		allow = {
    		trait = Silent_Blades
    		wealth = 1196
  		}	
		effect = {
			wealth = -1196
			add_trait = Elven_Sword
			remove_trait = Silent_Blades
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 100
		}
	}
}