#reclaim_britannia_decision_effect = {
#	every_sub_realm_county = {
#		limit = {
#			NOR = {
#				culture = { has_cultural_pillar = heritage_goidelic }
#				culture = { has_cultural_pillar = heritage_brythonic }
#			}
#			title_province = { geographical_region = world_europe_west_britannia }
#		}
#		custom = british_isles.0001.custom
#		add_county_modifier = {
#			modifier = reclaim_britannia_culture_modifier
#			days = 3650
#		}
#	}
#	capital_county = {
#		set_county_culture = root.culture
#	}
#	if = {
#		limit = {
#			culture = { has_cultural_pillar = heritage_goidelic }
#		}
#		give_nickname = nick_the_tuatha_de_danann
#	}
#	else = {
#		give_nickname = nick_pendragon
#	}
#}
#
#restore_the_danelaw_effect = {
#	hidden_effect = { #Should shift all dejure of all Empires owned at the time.
#		title:k_england = {
#			every_in_de_jure_hierarchy = {
#				limit = { tier = tier_duchy }
#				set_de_jure_liege_title = title:k_danelaw
#			}
#		}
#		title:k_danelaw = {
#			set_de_jure_liege_title = title:k_england.de_jure_liege
#		}
#	}
#	give_nickname = nick_the_dane
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = change
#		add_claim_on_loss = no
#	}
#	title:k_danelaw = {
#		change_title_holder = {
#			holder = root
#			change = scope:change
#		}
#	}
#	resolve_title_and_vassal_change = scope:change
#	title:k_danelaw = {
#		add_title_law = scandinavian_elective_succession_law
#	}
#
#	if = {
#		limit = {
#			NOT = { highest_held_title_tier = tier_empire }
#			NOT = { has_primary_title = title:k_danelaw }
#		}
#		set_primary_title_to = title:k_danelaw
#	}
#
#	#Destroy england
#	destroy_title = title:k_england
#}

create_holy_order_effect = {
	hidden_effect = {
		if = { # set up currencies for the HO leader, has to be saved as scope:leader
			limit = {
				exists = scope:leader
			}
			scope:leader = {
				add_gold = 100 #So that they have some money to lend out
				add_piety_level = 2
				add_gold = holy_order_starting_gold
				every_courtier = {
					add_trait = order_member
				}
			}
			
			# send messages
			send_interface_toast = {
				type = holy_order_founded_message
				desc = i_created_holy_order_message
				left_icon = scope:leader
				right_icon = scope:new_holy_order.title
			}
		}
		# send messages to relevant characters that HO got created
		save_scope_as = holy_order_creator
		every_player = {
			limit = {
				faith = scope:holy_order_creator.faith
				this != scope:holy_order_creator
			}
			send_interface_message = {
				type = holy_order_founded_message
				desc = someone_created_holy_order_message
				left_icon = scope:holy_order_creator
				right_icon = scope:new_holy_order.title
			}
		}
		every_neighboring_top_liege_realm_owner = {
			limit = {
				faith != scope:holy_order_creator.faith
			}
			send_interface_message = {
				type = enemy_holy_order_founded_message
				desc = other_faith_neighbor_created_holy_order_message
				left_icon = scope:holy_order_creator
				right_icon = scope:new_holy_order.title
			}
		}
		# get the achievements for creating a HO
		add_achievement_flag_effect = { FLAG = achievement_non_nobis_domine_flag }
		if = {
			limit = { exists = global_var:started_give_a_dog_a_bone_achievement }
			add_achievement_global_variable_effect = {
				VARIABLE = holy_order_give_a_dog_a_bone_achievement
				VALUE = yes
			}
		}
	}
	# gain opinion with your HoF, if you have one and it's not you
	if = {
		limit = {
			exists = faith.religious_head
			faith.religious_head != root
		}
		faith.religious_head = {
			add_opinion = {
				target = root
				modifier = founded_holy_order_opinion
			}
		}
	}
	# get a nice modifier
	if = {
		limit = {
			NOT = { has_character_modifier = founded_holy_order_modifier }
		}
		add_character_modifier = {
			modifier = founded_holy_order_modifier
			years = 5
		}
	}
	# and boost the fervor
	faith = {
		change_fervor = {
			value = 10
			desc = fervor_gain_holy_order_founded
		}
	}
}

#embrace_english_culture_effect = {
#	# Scopes saves for localization
#	root = {
#		save_scope_as = embracer
#	}
#
#	# Prestige Bonus
#	add_prestige = medium_prestige_gain
#
#	#Convert your, and your whole family's, culture
#	set_culture = culture:english
#	if = {
#		limit = { any_spouse = { is_playable_character = no } }
#		every_spouse = {
#			limit = {
#				is_playable_character = no
#				OR = {
#					culture = culture:norman
#					culture = culture:french
#				}
#			}
#			set_culture = culture:english
#		}
#	}
#	if = {
#		limit = {
#			any_close_family_member = {
#				is_playable_character = no
#				NOT = { is_spouse_of = root }
#			}
#		}
#		every_close_family_member = {
#			limit = {
#				is_playable_character = no
#				NOT = { is_spouse_of = root }
#			}
#			custom = all_unlanded_family_members
#			set_culture = culture:english
#		}
#	}
#	if = {
#		limit = {
#			any_child = {
#				NOT = { is_spouse_of = root }
#			}
#		}
#		every_child = {
#			limit = {
#				NOT = { is_spouse_of = root }
#			}
#			custom = all_children_custom
#			set_culture = culture:english
#		}
#	}
#
#	#Convert appropriate vassals, and their family
#	if = {
#		limit = {
#			any_vassal_or_below = {
#				is_ai = yes
#				OR = {
#					culture = culture:norman
#					culture = culture:french
#				}
#				primary_title = {
#					OR = {
#						de_jure_liege = title:k_england
#						de_jure_liege.de_jure_liege = title:k_england
#						de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
#					}
#				}
#			}
#		}
#		every_vassal_or_below = {
#			custom = embrace_english_culture_vassals_custom
#			limit = {
#				is_ai = yes
#				OR = {
#					culture = culture:norman
#					culture = culture:french
#				}
#				primary_title = {
#					OR = {
#						de_jure_liege = title:k_england
#						de_jure_liege.de_jure_liege = title:k_england
#						de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
#					}
#				}
#			}
#			set_culture = culture:english
#			hidden_effect = {
#				if = {
#					limit = { any_spouse = { is_playable_character = no } }
#					every_spouse = {
#						limit = {
#							is_playable_character = no
#							OR = {
#								culture = culture:norman
#								culture = culture:french
#							}
#						}
#						set_culture = culture:english
#					}
#				}
#				if = {
#					limit = {
#						any_close_family_member = {
#							is_playable_character = no
#							NOT = { is_spouse_of = prev }
#						}
#					}
#					every_close_family_member = {
#						limit = {
#							is_playable_character = no
#							NOT = { is_spouse_of = prev }
#						}
#						custom = all_unlanded_family_members
#						set_culture = culture:english
#					}
#				}
#				if = {
#					limit = {
#						any_child = {
#							NOT = { is_spouse_of = prev }
#						}
#					}
#					every_child = {
#						limit = {
#							NOT = { is_spouse_of = prev }
#						}
#						custom = all_children_custom
#						set_culture = culture:english
#					}
#				}
#				if = {
#					limit = {
#						any_vassal_or_below = {
#							is_ai = yes
#							OR = {
#								culture = culture:norman
#								culture = culture:french
#							}
#							primary_title = {
#								OR = {
#									de_jure_liege = title:k_england
#									de_jure_liege.de_jure_liege = title:k_england
#									de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
#								}
#							}
#						}
#					}
#					every_vassal_or_below = {
#						custom = embrace_english_culture_vassals_custom
#						limit = {
#							is_ai = yes
#							OR = {
#								culture = culture:norman
#								culture = culture:french
#							}
#							primary_title = {
#								OR = {
#									de_jure_liege = title:k_england
#									de_jure_liege.de_jure_liege = title:k_england
#									de_jure_liege.de_jure_liege.de_jure_liege = title:k_england
#								}
#							}
#						}
#						set_culture = culture:english
#						hidden_effect = {
#							if = {
#								limit = { any_spouse = { is_playable_character = no } }
#								every_spouse = {
#									limit = {
#										is_playable_character = no
#										OR = {
#											culture = culture:norman
#											culture = culture:french
#										}
#									}
#									set_culture = culture:english
#								}
#							}
#							if = {
#								limit = {
#									any_close_family_member = {
#										is_playable_character = no
#										NOT = { is_spouse_of = prev }
#									}
#								}
#								every_close_family_member = {
#									limit = {
#										is_playable_character = no
#										NOT = { is_spouse_of = prev }
#									}
#									custom = all_unlanded_family_members
#									set_culture = culture:english
#								}
#							}
#							if = {
#								limit = {
#									any_child = {
#										NOT = { is_spouse_of = prev }
#									}
#								}
#								every_child = {
#									limit = {
#										NOT = { is_spouse_of = prev }
#									}
#									custom = all_children_custom
#									set_culture = culture:english
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	#Flip Counties
#	every_county_in_region = {
#		region = custom_england
#		custom = embrace_english_culture_counties_custom
#		limit = {
#			target_is_de_facto_liege_or_above = root.primary_title
#		}
#		random = {
#			chance = 40
#			set_county_culture = culture:english
#		}
#	}
#
#	culture:english = {
#		custom_tooltip = decision_embrace_english_culture_get_innovations
#		hidden_effect = {
#			reset_culture_creation_date = yes
#			get_all_innovations_from = culture:norman
#			get_all_innovations_from = culture:anglo_saxon
#		}
#	}
#
#	remove_global_variable = harrying_of_the_north
#	every_player = {
#		limit = {
#			capital_province = {
#				geographical_region = world_europe_west_britannia
#			}
#		}
#		trigger_event = ep3_story_cycle_harrying.0004
#	}
#	global_var:harrying_of_the_north = { end_story = yes }
#}
#
#form_portugal_decision_effects = {
#	#Create the title and set proper de jure
#	hidden_effect = {
#		title:d_porto = {
#			save_scope_as = title_d_porto
#			set_de_jure_liege_title = title:k_portugal
#		}
#		title:d_coimbra = {
#			save_scope_as = title_d_coimbra
#			set_de_jure_liege_title = title:k_portugal
#		}
#		title:d_beja = {
#			save_scope_as = title_d_beja
#			set_de_jure_liege_title = title:k_portugal
#		}
#		title:d_algarve = {
#			save_scope_as = title_d_algarve
#			set_de_jure_liege_title = title:k_portugal
#		}
#		title:k_portugal = {
#			save_scope_as = title_k_portugal
#		}
#	}
#	custom_tooltip = form_portugal_decision_effects_de_jure_tt
#
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#		add_claim_on_loss = no
#	}
#	title:k_portugal = {
#		change_title_holder = {
#			holder = root
#			change = scope:title_change
#		}
#		save_scope_as = title_k_portugal
#	}
#	resolve_title_and_vassal_change = scope:title_change
#
#	if = {
#		limit = {
#			NOR = {
#				primary_title = { this = title:k_portugal }
#				highest_held_title_tier = tier_empire
#			}
#		}
#		set_primary_title_to = title:k_portugal
#	}
#
#	hidden_effect = {
#		if = {
#			limit = { has_global_variable = fp2_struggle_compromise_ending }
#			title:k_portugal = { fp2_struggle_compromise_create_new_empire_effect = yes }
#		}
#	}
#
#	#Covert self & court to portuguese culture
#	if = {
#		limit = { NOT = { has_culture = culture:portuguese } }
#
#		every_courtier = {
#			limit = { has_same_culture_as = scope:portugal_former }
#			add_to_list = convert_list
#		}
#		#transfer over innovations from previous culture. 
#		culture:portuguese = {
#			hidden_effect = { reset_culture_creation_date = yes }
#			get_all_innovations_from = scope:portugal_former.culture
#		}
#		set_culture = culture:portuguese
#
#		every_in_list = {
#			list = convert_list
#			custom = portguese_convert_list #This says "every subject in the realm" even though vassals and their courts only covert later, through event
#			set_culture = culture:portuguese
#		}
#	}
#
#	# Convert Iberian counties to Portugese culture
#	every_sub_realm_county = {
#		limit = {
#			tier = tier_county
#			culture = { has_cultural_pillar = heritage_iberian }
#			OR = {
#				de_jure_liege = title:d_porto
#				de_jure_liege = title:d_coimbra
#				de_jure_liege = title:d_beja
#				de_jure_liege = title:d_algarve
#			}
#		}
#		custom = portugese_convert_iberian_counties
#		set_county_culture = culture:portuguese
#	}
#	every_sub_realm_county = {
#		limit = {
#			tier = tier_county
#			NOT = { culture = { has_cultural_pillar = heritage_iberian } }
#			OR = {
#				de_jure_liege = title:d_porto
#				de_jure_liege = title:d_coimbra
#				de_jure_liege = title:d_beja
#				de_jure_liege = title:d_algarve
#			}
#		}
#		custom = portugese_convert_non_iberian_counties
#		random = {
#			chance = 50
#			set_county_culture = culture:portuguese
#		}
#	}
#
#	#Innovations
#	culture:portuguese = {
#		add_random_innovation = culture_group_military
#		add_random_innovation = culture_group_civic
#	}
#
#	#Prestige
#	add_prestige = massive_prestige_gain	
#}
#
#
#declare_canarias_decision_effects = {
#	#Create the title and set proper de jure
#	title:d_canarias = {
#		save_scope_as = d_canarias
#		set_de_jure_liege_title = title:k_canarias
#	}
#	title:k_canarias = {
#		save_scope_as = title_k_canarias
#	}
#
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#		add_claim_on_loss = no
#	}
#	title:k_canarias = {
#		change_title_holder = {
#			holder = root
#			change = scope:title_change
#		}
#		save_scope_as = title_k_canarias
#	}
#	resolve_title_and_vassal_change = scope:title_change
#
#	if = {
#		limit = {
#			NOR = {
#				primary_title = { this = title:k_canarias }
#				highest_held_title_tier = tier_empire
#			}
#		}
#		set_primary_title_to = title:k_canarias
#	}
#
#	#Prestige
#	add_prestige = massive_prestige_gain	
#}
#	
#
#
#unite_the_spanish_thrones_decision_effects = {
#	#Prestige
#	add_prestige = massive_prestige_gain
#
#	#Laws
#	if = {
#		limit = { has_realm_law = crown_authority_0 }
#		add_realm_law_skip_effects = crown_authority_2
#	}
#	else_if = {
#		limit = {
#			OR = {
#				has_realm_law = crown_authority_1
#				has_realm_law = crown_authority_2
#			}
#		}
#		add_realm_law_skip_effects = crown_authority_3
#	}
#	
#	# Coat of Arms
#	if = {
#		limit = { scope:spain_uniter.primary_title = title:k_castille }
#		primary_title = { set_coa = k_castille_leon }
#	}
#	else_if = {
#		limit = { scope:spain_uniter.primary_title = title:k_leon }
#		primary_title = { set_coa = k_leon_castille }
#	}
#
#	#Handle other Kingdom titles
#	title:k_castille = { add_to_list = spanish_kingdoms }
#	title:k_leon = { add_to_list = spanish_kingdoms }
#	title:k_spanish_galicia = { add_to_list = spanish_kingdoms }
#	title:k_portugal = { add_to_list = spanish_kingdoms }
#	title:k_aragon = { add_to_list = spanish_kingdoms }
#	title:k_navarra = { add_to_list = spanish_kingdoms }
#	title:k_andalusia = { add_to_list = spanish_kingdoms }
#	title:k_badajoz = { add_to_list = spanish_kingdoms }
#	title:k_valencia = { add_to_list = spanish_kingdoms }
#	title:k_toledo = { add_to_list = spanish_kingdoms }
#
#	custom_tooltip = unite_the_spanish_thrones_decision_titles_tt
#	hidden_effect = {
#		every_in_list = {
#			list = spanish_kingdoms
#			limit = {
#				this != scope:spain_uniter.primary_title
#				scope:spain_uniter = { completely_controls = prev }
#			}
#
#			#De jure shift all held spanish titles into your primary title
#			every_in_de_jure_hierarchy = {
#				limit = { tier = tier_duchy }
#				set_de_jure_liege_title = scope:spain_uniter.primary_title
#			}
#
#			#Destroys them all!
#			scope:spain_uniter = { destroy_title = prev }
#		}
#	}
#}
#
#unite_africa_decision_effects = {
#	#Prestige
#	add_prestige = massive_prestige_gain
#
#	#Religion bonuses
#	if = {
#		limit = {
#			faith = {
#				OR = {
#					religion_tag = islam_religion
#					religion_tag = west_african_roog_religion
#					religion_tag = west_african_religion
#					religion_tag = west_african_bori_religion
#					this = faith:coptic
#
#				}
#			}
#		}
#		add_piety = massive_piety_gain
#		faith = {
#			change_fervor = {
#				value = medium_fervor_gain
#				desc = fervor_gain_united_africa
#			}
#		}
#
#		if = {
#			limit = {
#				any_vassal_or_below = {
#					faith != scope:africa_uniter.faith
#					is_ai = yes
#					capital_province ?= { geographical_region = world_africa }
#				}
#			}
#			every_vassal_or_below = {
#				custom = every_non_root_faith_vassal_africa
#				limit = {
#					faith != scope:africa_uniter.faith
#					is_ai = yes
#					capital_province ?= { geographical_region = world_africa }
#				}
#				random = {
#					chance = 33
#					set_character_faith = scope:africa_uniter.faith
#				}
#			}
#		}
#
#		if = {
#			limit = {
#				any_realm_province = {
#					faith != scope:africa_uniter.faith
#					geographical_region = world_africa
#				}
#			}
#			every_realm_province = {
#				limit = {
#					faith != scope:africa_uniter.faith
#					geographical_region = world_africa
#				}
#				county = { add_to_list = every_realm_county }
#			}
#
#			every_in_list = {
#				list = every_realm_county
#				custom = every_non_root_faith_county_africa
#				random = {
#					chance = 33
#					custom_tooltip = every_non_africa_uniter_faith_convert
#					hidden_effect = { set_county_faith = scope:africa_uniter.faith }
#				}
#			}
#		}
#	}
#}
#
#avenge_the_battle_of_tours_decision_effects = {
#		
#	give_nickname = nick_the_avenger
#	add_character_modifier = {
#		modifier = avenger_of_the_martyrs
#	}
#
#	add_prestige = massive_prestige_gain
#
#	#Religious bonuses
#	add_piety = massive_piety_gain
#	faith = {
#		change_fervor = {
#			value = medium_fervor_gain
#			desc = fervor_gain_avenged_battle_of_tours
#		}
#	}
#
#	add_achievement_flag_effect = { FLAG = achievement_al_andalus_flag }
#
#	if = {
#		limit = {
#			any_vassal_or_below = {
#				faith != scope:avenger.faith
#				is_ai = yes
#				capital_province ?= { geographical_region = world_europe_west }
#			}
#		}
#		every_vassal_or_below = {
#			custom = every_non_root_faith_vassal_west_europe
#			limit = {
#				faith != scope:avenger.faith
#				is_ai = yes
#				capital_province ?= { geographical_region = world_europe_west }
#			}
#			random = {
#				chance = 33
#				set_character_faith = scope:avenger.faith
#			}
#		}
#	}
#
#	if = {
#		limit = {
#			any_realm_province = {
#				faith != scope:avenger.faith
#				geographical_region = world_europe_west
#			}
#		}
#		every_realm_province = {
#			limit = {
#				faith != scope:avenger.faith
#				geographical_region = world_europe_west
#			}
#			county = {
#				add_to_list = every_realm_county
#			}	
#		}
#
#		every_in_list = {
#			list = every_realm_county
#			custom = every_non_root_faith_county_west_europe		
#			random = {
#				chance = 33
#				custom_tooltip = every_non_avenger_faith_convert
#				hidden_effect = { set_county_faith = scope:avenger.faith }
#			}
#		}
#	}
#
#	#Christian penalty
#	if = {
#		limit = { exists = scope:frankish_christian_faith }
#		scope:frankish_christian_faith = {
#			change_fervor = {
#				value = medium_fervor_loss
#				desc = fervor_loss_avenged_battle_of_tours
#			}
#		}
#	}
#
#	# Rattach south of France to the e_hispania
#	title:e_france = {
#		every_in_de_jure_hierarchy = {
#			limit = {
#				tier = tier_kingdom
#				any_in_de_jure_hierarchy = {
#					tier = tier_county
#					title_province = { geographical_region = custom_south_francia }
#				}
#			}
#			set_de_jure_liege_title = title:e_spain
#		}
#	}
#}
#
#unite_the_western_slavs_decision_effects = {
#	#Prestige
#	add_prestige = massive_prestige_gain
#
#	#Innovations
#	culture = {
#		add_random_innovation = culture_group_military
#		add_random_innovation = culture_group_civic
#	}
#
#	#Laws
#	if = {
#		limit = { has_realm_law = crown_authority_0 }
#		add_realm_law_skip_effects = crown_authority_2
#	}
#	else_if = {
#		limit = {
#			OR = {
#				has_realm_law = crown_authority_1
#				has_realm_law = crown_authority_2
#			}
#		}
#		add_realm_law_skip_effects = crown_authority_3
#	}
#
#	#Handle de jure drift & destructions of other kingdom titles
#	title:k_poland = { add_to_list = west_slavic_kingdoms }
#	title:k_pomerania = { add_to_list = west_slavic_kingdoms }
#	title:k_bohemia = { add_to_list = west_slavic_kingdoms }
#	title:k_sorbia = { add_to_list = west_slavic_kingdoms }
#	title:k_moravia = { add_to_list = west_slavic_kingdoms }
#
#	if = {
#		limit = { highest_held_title_tier = tier_kingdom }
#		custom_tooltip = unite_the_western_slavs_decision_titles_tt
#	}
#	custom_tooltip = unite_the_western_slavs_decision_titles_empire_tt
#	# If Saxony has been created, shift everything back into Polabia
#	if = {
#		limit = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_saxony
#			}
#		}
#		title:k_saxony = {
#			every_in_de_jure_hierarchy = {
#				limit = { tier = tier_duchy }
#				set_de_jure_liege_title = title:k_sorbia
#			}
#		}
#	}
#	hidden_effect = {
#		every_duchy = {
#			limit = {
#				title_capital_county.title_province ?= {
#					geographical_region = custom_west_slavia
#				}
#				kingdom ?= {
#					NOR = {
#						this = title:k_poland
#						this = title:k_pomerania
#						this = title:k_bohemia
#						this = title:k_moravia
#						this = title:k_sorbia
#					}
#				}
#			}
#			set_de_jure_liege_title = title:k_sorbia
#		}
#		scope:western_slav_uniter = {
#			#If king-tier, give them the West-Slavia title
#			if = {
#				limit = { highest_held_title_tier = tier_kingdom }
#				create_title_and_vassal_change = {
#					type = created
#					save_scope_as = title_change
#					add_claim_on_loss = no
#				}
#				title:e_west_slavia = {
#					change_title_holder = {
#						holder = scope:western_slav_uniter
#						change = scope:title_change
#					}
#				}
#				resolve_title_and_vassal_change = scope:title_change
#			}
#			# Drift kingdoms to empire
#			every_in_list = {
#				list = west_slavic_kingdoms
#				set_de_jure_liege_title = scope:western_slav_uniter.primary_title
#			}
#		}
#	}	
#}
#
#unite_the_southern_slavs_decision_effects = {
#	#Prestige
#	add_prestige = massive_prestige_gain
#
#	#Innovations
#	culture = {
#		add_random_innovation = culture_group_military
#		add_random_innovation = culture_group_civic
#	}
#
#	#Handle de jure drift & destructions of other kingdom titles
#	title:k_croatia = { add_to_list = south_slavic_kingdoms }
#	title:k_serbia = { add_to_list = south_slavic_kingdoms }
#	title:k_bulgaria = { add_to_list = south_slavic_kingdoms }
#	title:k_dacia = { add_to_list = south_slavic_kingdoms }
#	title:k_moldavia = { add_to_list = south_slavic_kingdoms }
#
#	custom_tooltip = unite_the_southern_slavs_decision_titles_tt
#	hidden_effect = {
#		every_in_list = {
#			list = south_slavic_kingdoms
#			limit = {
#				this != scope:southern_slav_uniter.primary_title
#				scope:southern_slav_uniter = { completely_controls = prev }
#			}
#
#			#De jure shift all held west slavic titles into your primary title
#			every_in_de_jure_hierarchy = {
#				limit = { tier = tier_duchy }
#				set_de_jure_liege_title = scope:southern_slav_uniter.primary_title
#			}
#
#			#Destroys them all!
#			scope:southern_slav_uniter = { destroy_title = prev }
#		}
#	}
#}
#
#unite_the_slavs_decision_effects = {
#	#Prestige
#	add_prestige = massive_prestige_gain
#
#	#Innovations
#	custom_tooltip = unite_the_slavs_decision_effects_innovations_tt
#	hidden_effect = {
#		#Add all Slavic cultures in the realm in a list
#		every_vassal_or_below = {
#			limit = {
#				OR = {
#					culture = { has_cultural_pillar = heritage_west_slavic }
#					culture = { has_cultural_pillar = heritage_east_slavic }
#					culture = { has_cultural_pillar = heritage_south_slavic }
#				}
#				save_temporary_scope_as = slavic_vassal
#				NOT = {
#					any_in_list = {
#						list = slavic_cultures
#						this = scope:slavic_vassal.culture
#					}
#				}
#			}
#			culture = {
#				add_to_list = slavic_cultures
#			}
#		}
#		#Add innovations from 3 random cultures
#		every_in_list = {
#			list = slavic_cultures
#			save_scope_as = culture_getting_innovations
#
#			set_while_counter_variable_effect = yes
#			while = {
#				limit = { var:while_counter < 3 }
#				random_in_list = {
#					limit = { scope:culture_getting_innovations = { can_get_innovation_from = prev } }
#					list = slavic_cultures
#					scope:culture_getting_innovations = { get_random_innovation_from = prev }
#				}
#				increase_while_counter_variable_effect = yes
#			}
#			remove_while_counter_variable_effect = yes
#		}
#	}
#
#	#Create the title and make it primary
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#		add_claim_on_loss = no
#	}
#	title:e_slavia = {
#		change_title_holder = {
#			holder = root
#			change = scope:title_change
#		}
#	}
#	resolve_title_and_vassal_change = scope:title_change
#
#	set_primary_title_to = title:e_slavia
#	title:e_slavia = { save_scope_as = slavia } #For localisation
#
#	#Destroy the other three empires if I have them
#	if = {
#		limit = { has_title = title:e_russia }
#		destroy_title = title:e_russia
#	}
#	if = {
#		limit = { has_title = title:e_wendish_empire }
#		destroy_title = title:e_wendish_empire
#	}
#	if = {
#		limit = { has_title = title:e_carpathia }
#		destroy_title = title:e_carpathia
#	}
#
#	###Handle de jure drift and empire destruction###
#
#	#First: add all the kingdoms
#	title:k_poland = { add_to_list = slavic_kingdoms }
#	title:k_pomerania = { add_to_list = slavic_kingdoms }
#	title:k_bohemia = { add_to_list = slavic_kingdoms }
#	title:k_moravia = { add_to_list = slavic_kingdoms }
#	title:k_croatia = { add_to_list = slavic_kingdoms }
#	title:k_serbia = { add_to_list = slavic_kingdoms }
#	title:k_bulgaria = { add_to_list = slavic_kingdoms }
#	title:k_dacia = { add_to_list = slavic_kingdoms }
#	title:k_moldavia = { add_to_list = slavic_kingdoms }
#	title:k_white_rus = { add_to_list = slavic_kingdoms }
#	title:k_galicia-volhynia = { add_to_list = slavic_kingdoms }
#	title:k_ruthenia = { add_to_list = slavic_kingdoms }
#	title:k_novgorod = { add_to_list = slavic_kingdoms }
#	title:k_opolye = { add_to_list = slavic_kingdoms }
#	title:k_hungary = { add_to_list = slavic_kingdoms }
#	title:k_bosnia = { add_to_list = slavic_kingdoms }
#
#	# Inform players of the de jure drift
#	title:e_slavia = { custom_tooltip = unite_the_slavs_decision_titles_tt } #Scope change for tooltip formatting.
#	
#	if = {
#		limit = { has_dlc_feature = legends }
#		create_legend_seed = {
#			type = legitimizing
#			quality = illustrious
#			chronicle = new_title
#			properties = {
#				title = title:e_slavia
#				founder = root
#			}
#		}
#	}
#	# Actually do the de jure drift
#	hidden_effect = {
#		every_in_list = {
#			list = slavic_kingdoms
#
#			set_de_jure_liege_title = scope:slav_uniter.primary_title
#		}
#	}
#}
#
#unite_india_decision_effect = {
#	#Create the title and make it primary
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#		add_claim_on_loss = no
#	}
#	title:h_india = {
#		change_title_holder = {
#			holder = root
#			change = scope:title_change
#		}
#	}
#	resolve_title_and_vassal_change = scope:title_change
#	set_primary_title_to = title:h_india
#
#	title:e_rajastan = { set_de_jure_liege_title = title:h_india }
#	title:e_deccan = { set_de_jure_liege_title = title:h_india }
#	title:e_bengal = { set_de_jure_liege_title = title:h_india }
#
#	hidden_effect = {
#		if = {
#			limit = { has_title = title:e_rajastan }
#			destroy_title = title:e_rajastan
#		}
#		if = {
#			limit = { has_title = title:e_deccan }
#			destroy_title = title:e_deccan
#		}
#		if = {
#			limit = { has_title = title:e_bengal }
#			destroy_title = title:e_bengal
#		}
#	}
#}
#
#become_saoshyant_decision_effect = {
#	set_nickname_effect = { NICKNAME = nick_the_saoshyant }
#	add_trait = saoshyant
#	custom_tooltip = become_saoshyant_decision_decendant_trait_tooltip
#	dynasty = {
#		add_dynasty_modifier = {
#			modifier = resurging_saoshyant
#			years = 25
#		}
#	}
#	if = {
#		limit = {
#			any_held_title = {
#				title_tier = county
#				faith != root.faith
#			}
#		}
#		every_held_title = {
#			custom = all_held_counties
#			title_tier = county
#			limit = {
#				faith != root.faith
#			}
#			random = {
#				chance = 35
#				set_county_faith = root.faith
#			}
#		}
#	}
#	faith = {
#		change_fervor = {
#			value = 15
#			desc = fervor_gain_saoshyant
#		}
#	}
#}

build_grand_church_decision_effect = {
	#faith = { activate_holy_site = segrada_familia }
	if = {
		limit = {
			prestige_level < 5
		}
		add_prestige_level = 1
	}
}

accept_cannibalism_decision_effect = {
	custom_tooltip = faith_accept_cannibalism
	root.faith = {
		set_variable = {
			name = accepted_cannibalism
			value = yes
		}
	}
	root = {
		if = {
			limit = {
				any_spouse = {
					is_cannibal_trigger = no
					is_ai = yes
				}
			}
			every_spouse = {
				limit = {
					is_cannibal_trigger = no
					is_ai = yes
				}
				add_trait = cannibal
			}
		}
		if = {
			limit = {
				any_close_family_member = {
					is_cannibal_trigger = no
					is_playable_character = no
					is_ai = yes
				}
			}
			every_close_family_member = {
				limit = {
					is_cannibal_trigger = no
					is_playable_character = no
					is_ai = yes
				}
				custom = all_my_family_members
				add_trait = cannibal
			}
		}
		if = {
			limit = {
				any_vassal = {
					is_cannibal_trigger = no
					is_ai = yes
					dread_modified_ai_boldness = { #all vassals that are intimidated
						dreaded_character = root
						value <= -50
					}
				}
			}
			every_vassal = {
				limit = {
					is_cannibal_trigger = no
					is_ai = yes
					dread_modified_ai_boldness = {
						dreaded_character = root
						value <= -50
					}
				}
				custom = all_my_intimidated_vassals
				add_trait = cannibal
			}
		}
	}
	give_nickname = nick_the_devourer
}

found_university_decision_event_effect = {
	if = {
		limit = {
			OR = {
				has_bad_nickname = yes
				has_any_nickname = no
			}
		}
		give_nickname = nick_the_scholar
	}

	hidden_effect = {
		#Event that gives you highly skilled courtier
		trigger_event = {
			id = major_decisions.2011
			days = { 50 365 }
		}
	}
}

found_university_decision_effect = {
	found_university_decision_event_effect = yes

	if = {
		limit = {
			NOT = { has_variable = university }
		}
		show_as_tooltip = {
			every_held_title = {
				custom = decision_found_university_custom
				title_tier = barony
				title_capital_county.title_province = {
					add_special_building_slot = generic_university
				}
			}
		}
	}
}

lunatic_building_decision_effect = {
	capital_province = {
		set_variable = { #To unlock the building
			name = variable_greenhouse
			value = yes
		}
		add_special_building_slot = special_greenhouse_01
		add_special_building = special_greenhouse_01
		#add_province_modifier = extra_building_slot
		#add_building = special_greenhouse_01
	}
	
	give_nickname = nick_the_glass
}

found_witch_coven_decision_effects = {
	save_scope_as = founder
	custom_tooltip = found_witch_coven_decision_effects.children.tt
	custom_tooltip = found_witch_coven_decision_effects.convert.tt
	custom_tooltip = found_witch_coven_decision_effects.grand_rite.tt
	house = {
		add_house_modifier = {
			modifier = witch_coven
		}
	}
	# Check for the Volva achievement.
	if = {
		limit = {
			# DLC check.
			has_fp1_dlc_trigger = yes
			fp1_achievement_religious_norse_trigger = yes
		}
		add_achievement_flag_effect = { FLAG = volva_achievement_flag }
	}
}

convert_whole_realm_to_feudalism_effect = {
	#TOOLTIP INFO
	#PLAYER EFFECTS
	
	hidden_effect = {
		## Spawn holdings in tribal counties
		
		every_sub_realm_county = { # Spawn temples in your holy sites
			limit = {
				any_county_province = {
					has_holding_type = tribal_holding
				}
				NOT = {
					any_county_province = {
						has_holding_type = church_holding
					}
				}
				any_county_province = {
					has_holding = no
					barony = {
						is_holy_site_of = root.faith
					}
				}
			}
			random_county_province = {
				limit = {
					has_holding = no
					barony_cannot_construct_holding = no
					barony = {
						is_holy_site_of = root.faith
					}
				}
				set_holding_type = church_holding
			}
			hidden_effect = {
				if = {
					limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
					remove_county_modifier = mpo_siberian_permafrost_modifier
				}
				else_if = {
					limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
					remove_county_modifier = mpo_siberian_permafrost_modifier_bad
				}
			}
		}
		
		every_sub_realm_county = { # Spawn a City
			limit = {
				any_county_province = {
					has_holding_type = tribal_holding
				}
				any_county_province = {
					has_holding = no
				}
				NOT = {
					any_county_province = {
						has_holding_type = city_holding
					}
				}
			}
			random_county_province = {
				limit = {
					has_holding = no
					OR = {
						terrain = floodplains
						terrain = oasis
						terrain = farmlands
						terrain = terraced_hills
					}
					is_coastal = yes
					has_special_building_slot = no
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					OR = {
						terrain = floodplains
						terrain = oasis
						terrain = farmlands
						terrain = terraced_hills
					}
					has_special_building_slot = no
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					OR = {
						terrain = floodplains
						terrain = oasis
						terrain = farmlands
						terrain = terraced_hills
					}
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					barony_cannot_construct_holding = no
				}
				random = {
					chance = 60
					modifier = {
						add = county.development_level
					}
					modifier = {
						add = 50
						this.county = root.capital_county
					}
					modifier = {
						add = 20
						OR = {
							terrain = floodplains
							terrain = oasis
							terrain = farmlands
							terrain = terraced_hills
						}
					}
					set_holding_type = city_holding
				}
			}
			hidden_effect = {
				if = {
					limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
					remove_county_modifier = mpo_siberian_permafrost_modifier
				}
				else_if = {
					limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
					remove_county_modifier = mpo_siberian_permafrost_modifier_bad
				}
			}
		}
		
		every_sub_realm_county = { # Spawn a Temple
			limit = {
				any_county_province = {
					has_holding_type = tribal_holding
				}
				any_county_province = {
					has_holding = no
				}
				NOT = {
					any_county_province = {
						has_holding_type = church_holding
					}
				}
			}
			random_county_province = {
				limit = {
					has_holding = no
					OR = {
						terrain = floodplains
						terrain = oasis
						terrain = farmlands
						terrain = terraced_hills
					}
					is_coastal = yes
					has_special_building_slot = no
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					OR = {
						terrain = floodplains
						terrain = oasis
						terrain = farmlands
						terrain = terraced_hills
					}
					has_special_building_slot = no
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					OR = {
						terrain = floodplains
						terrain = oasis
						terrain = farmlands
						terrain = terraced_hills
					}
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					barony_cannot_construct_holding = no
				}
				random = {
					chance = 50
					modifier = {
						add = county.development_level
					}
					modifier = {
						add = 50
						this.county = root.capital_county
					}
					modifier = {
						add = 20
						OR = {
							terrain = floodplains	
							terrain = oasis
							terrain = farmlands
							terrain = terraced_hills
						}
					}
					set_holding_type = church_holding
				}
			}
			hidden_effect = {
				if = {
					limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
					remove_county_modifier = mpo_siberian_permafrost_modifier
				}
				else_if = {
					limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
					remove_county_modifier = mpo_siberian_permafrost_modifier_bad
				}
			}
		}

		##Sort out new buildings for liege and all vassals
		every_realm_province = {
			limit = {
				has_holding_type = tribal_holding
				NOT = { is_in_list = feudal_conversion }
			}
			add_to_list = feudal_conversion
		}
		every_vassal_or_below = {
			every_realm_province = {
				limit = {
					has_holding_type = tribal_holding
					NOT = { is_in_list = feudal_conversion }
				}
				add_to_list = feudal_conversion
			}
		}
		every_in_list = {
			list = feudal_conversion
			set_variable = {
				name = tribal_to_feudal_building_level
				value = combined_building_level
				days = 1
			}
			set_holding_type = castle_holding
			while = {
				limit = {
					var:tribal_to_feudal_building_level > 1
				}
				generate_building = yes
				change_variable = {
					name = tribal_to_feudal_building_level
					subtract = 1
				}
			}
			remove_variable = tribal_to_feudal_building_level
			remove_from_list = feudal_conversion
			hidden_effect = {
				county = {
					if = {
						limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
						remove_county_modifier = mpo_siberian_permafrost_modifier
					}
					else_if = {
						limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
						remove_county_modifier = mpo_siberian_permafrost_modifier_bad
					}
				}
			}
		}
	}
	
	##Liege has Soryo? Convert to Soryo!
	if = {
		limit = {
			has_tgp_dlc_trigger = yes
			top_liege != this
			liege = { government_has_flag = government_is_japan_feudal }
		}
		change_government = japan_feudal_government
		if = {
			limit = {
				is_house_head = yes
			}
			save_scope_as = new_head
			house = {
				set_house_name = japanese_dynasty_name
				save_scope_as = new_house
			}
			create_noble_family_effect = { GOVERNMENT_GIVER = this }
			scope:new_title = {
				#set_title_name_dynamic = japanese_noble_family_name
				set_coa = scope:new_house
			}
		}
	}
	##Liege has clan? Convert to clan!
	else_if = {
		limit = {
			top_liege != this
			OR = {
				liege = { government_has_flag = government_is_clan }
				AND = {
					liege = { government_has_flag = government_is_tribal }
					religion = religion:islam_religion
				}
			}
		}
		change_government = clan_government
	}
	##Liege has feudal? Convert to feudal!
	else_if = {
		limit = {
			top_liege != this
			OR = {
				liege = { government_has_flag = government_is_feudal }
				AND = {
					liege = { government_has_flag = government_is_tribal }
					NOT = { religion = religion:islam_religion }
				}
			}
		}
		change_government = feudal_government
	}
	##You're an independent Japanese Heritage Character? Convert to Soryo!
	else_if = {
		limit = {
			has_tgp_dlc_trigger = yes
			top_liege = this
			culture.culture_head ?= { government_is_japanese_trigger = yes }
		}
		add_character_flag = can_become_japanese_feudal # Used in the can_get_government of japan_feudal_government
		change_government = japan_feudal_government
		if = {
			limit = {
				is_house_head = yes
			}
			save_scope_as = new_head
			house = {
				set_house_name = japanese_dynasty_name
				save_scope_as = new_house
			}
			create_noble_family_effect = { GOVERNMENT_GIVER = this }
			scope:new_title = {
				#set_title_name_dynamic = japanese_noble_family_name
				set_coa = scope:new_house
			}
		}
	}
	##You're an independent Muslim? Convert to clan!
	else_if = {
		limit = {
			top_liege = this
			faith = { religion_tag = islam_religion }
		}
		change_government = clan_government
	}
	##You're an independent anything else? Convert to feudal!
	else = { change_government = feudal_government }
	if = {
		limit = {
			government_has_flag = government_is_tribal
		}
		##General
		custom_tooltip = all_holding_will_change
		if = {
			limit = {
				any_sub_realm_county = {
					OR = {
						has_county_modifier = mpo_siberian_permafrost_modifier
						has_county_modifier = mpo_siberian_permafrost_modifier_bad
					}
				}
			}
			custom_tooltip = all_permafrost_will_clear
		}
		##Liege has clan? Convert to clan!
		if = {
			limit = {
				top_liege != this
				liege = { government_has_flag = government_is_clan }
			}
			custom_tooltip = clan_liege_vassals_will_convert
		}
		#Liege has feudal? Convert to feudal!
		if = {
			limit = {
				top_liege != this
				liege = { government_has_flag = government_is_feudal }
			}
			custom_tooltip = feudal_liege_vassals_will_convert
		}
		##If I am Islamic, we will become clan.
		if = {
			limit = {
				top_liege = this
				faith = { religion_tag = islam_religion }
			}
			custom_tooltip = islamic_vassals_will_convert
		}
		##If I am not Islamic, we will become feudal.
		else_if = {
			limit = { top_liege = this }
			custom_tooltip = other_vassals_will_convert
		}
	}

	hidden_effect = {
		#Nuke tribal authorities.
		if = {
			limit = { has_realm_law = tribal_authority_0 }
			remove_realm_law = tribal_authority_0
		}
		if = {
			limit = { has_realm_law = tribal_authority_1 }
			remove_realm_law = tribal_authority_1
		}
		if = {
			limit = { has_realm_law = tribal_authority_2 }
			remove_realm_law = tribal_authority_2
		}
		if = {
			limit = { has_realm_law = tribal_authority_3 }
			remove_realm_law = tribal_authority_3
		}
		#Start off crown authorities.
		if = {
			limit = {
				NOT = { has_realm_law = crown_authority_0 }
			}
			add_realm_law_skip_effects = crown_authority_0
		}

		#Also convert every vassal.
		#Liege has taken soryo, so become soryo.
		if = {
			limit = {
				government_has_flag = government_is_japan_feudal
			}
			every_vassal_or_below = {
				limit = { government_has_flag = government_is_tribal }
				add_character_flag = can_become_japanese_feudal # Used in the can_get_government of japan_feudal_government
				change_government = japan_feudal_government
				if = {
					limit = {
						is_house_head = yes
					}
					save_scope_as = new_head
					house = {
						set_house_name = japanese_dynasty_name
						save_scope_as = new_house
					}
					if = {
						limit = {
							highest_held_title_tier >= tier_county
						}
						create_noble_family_effect = { GOVERNMENT_GIVER = this }
						scope:new_title = {
							#set_title_name_dynamic = japanese_noble_family_name
							set_coa = scope:new_house
						}
					}
				}
				#Nuke tribal authorities.
				if = {
					limit = { has_realm_law = tribal_authority_0 }
					remove_realm_law = tribal_authority_0
				}
				if = {
					limit = { has_realm_law = tribal_authority_1 }
					remove_realm_law = tribal_authority_1
				}
				if = {
					limit = { has_realm_law = tribal_authority_2 }
					remove_realm_law = tribal_authority_2
				}
				if = {
					limit = { has_realm_law = tribal_authority_3 }
					remove_realm_law = tribal_authority_3
				}
				if = {
					limit = {
						NOT = { has_realm_law = japanese_bureaucracy_0 }
					}
					add_realm_law_skip_effects = japanese_bureaucracy_0
				}
			}
		}
		#Liege has taken clan, so become clan.
		else_if = {
			limit = {
				government_has_flag = government_is_clan
			}
			every_vassal_or_below = {
				limit = { government_has_flag = government_is_tribal }
				change_government = clan_government
				#Nuke tribal authorities.
				if = {
					limit = { has_realm_law = tribal_authority_0 }
					remove_realm_law = tribal_authority_0
				}
				if = {
					limit = { has_realm_law = tribal_authority_1 }
					remove_realm_law = tribal_authority_1
				}
				if = {
					limit = { has_realm_law = tribal_authority_2 }
					remove_realm_law = tribal_authority_2
				}
				if = {
					limit = { has_realm_law = tribal_authority_3 }
					remove_realm_law = tribal_authority_3
				}
				if = {
					limit = {
						NOT = { has_realm_law = crown_authority_0 }
					}
					add_realm_law_skip_effects = crown_authority_0
				}
			}
		}
		#Liege is not clan, become feudal.
		else = {
			every_vassal_or_below = {
				limit = { government_has_flag = government_is_tribal }
				change_government = feudal_government
				#Nuke tribal authorities.
				if = {
					limit = { has_realm_law = tribal_authority_0 }
					remove_realm_law = tribal_authority_0
				}
				if = {
					limit = { has_realm_law = tribal_authority_1 }
					remove_realm_law = tribal_authority_1
				}
				if = {
					limit = { has_realm_law = tribal_authority_2 }
					remove_realm_law = tribal_authority_2
				}
				if = {
					limit = { has_realm_law = tribal_authority_3 }
					remove_realm_law = tribal_authority_3
				}
				if = {
					limit = {
						NOT = { has_realm_law = crown_authority_0 }
					}
					add_realm_law_skip_effects = crown_authority_0
				}
			}
		}
	}
}

##################################################
# Add Special Succession Effects

special_succession_witengamot_effect = {
	if = {
		limit = { highest_held_title_tier = tier_empire }
		every_held_title = {
			title_tier = empire
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = saxon_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_witengamot_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_witengamot
		}
	}
	else = {
		every_held_title = {
			title_tier = kingdom
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = saxon_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_witengamot_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_witengamot
		}
	}
}

special_succession_thing_effect = {
	if = {
		limit = { highest_held_title_tier = tier_empire }
		every_held_title = {
			title_tier = empire
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = scandinavian_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_thing_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_thing
		}
	}
	else = {
		every_held_title = {
			title_tier = kingdom
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = scandinavian_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_thing_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_thing
		}
	}
}

special_succession_tanistry_effect = {
	if = {
		limit = { highest_held_title_tier = tier_empire }
		every_held_title = {
			title_tier = empire
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = gaelic_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_tanistry_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_tanistry
		}
	}
	else = {
		every_held_title = {
			title_tier = kingdom
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = gaelic_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_tanistry_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_tanistry
		}
	}
}

special_succession_jirga_effect = {
	if = {
		limit = { highest_held_title_tier = tier_empire }
		every_held_title = {
			title_tier = empire
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = tribal_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_jirga_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_thing
		}
	}
	else = {
		every_held_title = {
			title_tier = kingdom
			limit = {
				NOR = {
					has_title_law_flag = advanced_succession_law
					has_title_law_flag = elective_succession_law
				}
			}
			add_title_law = tribal_elective_succession_law
		}
		every_vassal = {
			limit = { special_succession_jirga_trigger = yes }
			add_opinion = {
				modifier = implemented_traditional_succession_law_opinion
				years = 20
				target = root
			}
			custom = major_decisions.3100.tt_opinion_jirga
		}
	}
}
#
###################################################
## Launch Hungarian Migration Effects
#
#launch_hungarian_migration_scripted_effect = {
#	$INVADER$ = {
#		#If Hungary already exists, just tell us it's getting a name change.
#		if = {
#			limit = {
#				title:k_hungary = { is_title_created = yes }
#			}
#			custom_tooltip = launch_hungarian_migration_scripted_effect.tt.pannonia_renamed
#			title:k_hungary = { set_title_name = k_hungary }
#		}
#		#Otherwise, if Hungary doesn't exist, create & acquire it _whilst_ giving it a name change.
#		else_if = {
#			limit = {
#				title:k_hungary = { is_title_created = no }
#			}
#			custom_tooltip = launch_hungarian_migration_scripted_effect.tt.pannonia_renamed_and_usurped
#			hidden_effect = {
#				create_title_and_vassal_change = {
#					type = created
#					save_scope_as = change
#					add_claim_on_loss = no
#				}
#				title:k_hungary = {
#					change_title_holder = {
#						holder = $INVADER$
#						change = scope:change
#					}
#				}
#				resolve_title_and_vassal_change = scope:change
#				title:k_hungary = { set_title_name = k_hungary }
#			}
#		}
#
#		#If $INVADER$ has both k_hungary & any other kingdom-tier title, destroy the excess titles.
#		custom_tooltip = launch_hungarian_migration_scripted_effect.tt.destroy_other_kingdoms
#		hidden_effect = {
#			if = {
#				limit = {
#					has_title = title:k_hungary
#					any_held_title = {
#						title_tier >= kingdom
#						count >= 2
#					}
#				}
#				every_held_title = {
#					title_tier >= kingdom
#					limit = {
#						NOT = { this = title:k_hungary }
#					}
#					save_temporary_scope_as = excess_kingdom
#					$INVADER$ = { destroy_title = scope:excess_kingdom }
#				}
#			}
#		}
#
#		#Replace all Avar territories within Pannonia with Mogyer, excepting Keve & Krasso.
#		custom_tooltip = launch_hungarian_migration_scripted_effect.tt.mogyers_move_to_pannonia
#		hidden_effect = {
#			every_sub_realm_county = {
#				limit = {
#					title_capital_county.title_province = { geographical_region = custom_hungary }
#					culture = culture:avar
#					NOR = {
#						this = title:c_keve
#						this = title:c_krasso
#						holder = {
#							AND = {
#								is_ai = no
#								has_culture = prev.culture
#							}
#						}
#					}
#				}
#				set_county_culture = culture:mogyer
#				#Switch 'em to $INVADER$'s faith if unreformed & $INVADER$ is any Magyar pagan.
#				if = {
#					limit = {
#						$INVADER$.faith.religion = religion:magyar_religion
#						faith = { has_doctrine_parameter = unreformed }
#					}
#					set_county_faith = $INVADER$.faith
#				}
#			}
#		}
#
#		#Replace all Mogyer territories outside of the Pannonian Basin
#		custom_tooltip = launch_hungarian_migration_scripted_effect.tt.mogyers_outside_pannonia
#		hidden_effect = {
#			every_sub_realm_county = {
#				limit = {
#					NOT = {
#						title_capital_county.title_province = { geographical_region = custom_hungary }
#					}
#					culture = culture:mogyer
#				}
#				set_county_culture = culture:pecheneg
#			}
#			#Switch 'em to Tengri if Magyar pagan.
#			every_sub_realm_county = {
#				limit = {
#					NOT = {
#						title_capital_county.title_province = { geographical_region = custom_hungary }
#					}
#					culture = culture:pecheneg
#					religion = religion:magyar_religion
#				}
#				set_county_faith = faith:tengri_pagan
#			}
#		}
#
#		#All territory outside Pannonia is given to new holders and/or made independent.
#		custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.non_mogyer_vassals
#		custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.mogyer_vassals
#		custom_tooltip = launch_hungarian_migration_scripted_effect.tt.territory_outside_pannonia.former_territories
#		hidden_effect = {
#			#All direct vassal non-Mogyers are given their independence, unless they hold land within Pannonia.
#			every_vassal = {
#				limit = {
#					NOT = { culture = culture:mogyer }
#					highest_held_title_tier >= tier_county
#					any_held_title = {
#						count = all
#						NOT = {
#							title_capital_county.title_province = { geographical_region = custom_hungary }
#						}
#					}
#				}
#				create_title_and_vassal_change = {
#					type = independency
#					save_scope_as = change
#					add_claim_on_loss = no
#				}
#				becomes_independent = { change = scope:change }
#				resolve_title_and_vassal_change = scope:change
#			}
#			#... And catch the stragglers. Has to be a separate effect block, or we'll ruin the de facto structure.
#			every_vassal_or_below = {
#				limit = {
#					NOT = { culture = culture:mogyer }
#					highest_held_title_tier >= tier_county
#					any_held_title = {
#						count = all
#						NOT = {
#							title_capital_county.title_province = { geographical_region = custom_hungary }
#						}
#					}
#				}
#				create_title_and_vassal_change = {
#					type = independency
#					save_scope_as = change
#					add_claim_on_loss = no
#				}
#				becomes_independent = { change = scope:change }
#				resolve_title_and_vassal_change = scope:change
#			}
#			#Reserve a duchy, preferring the capital, for $INVADER$.
#			if = {
#				limit = { title:k_hungary.title_capital_county.duchy.holder = $INVADER$ }
#				title:k_hungary.title_capital_county.duchy = { save_scope_as = reserved_title }
#			}
#			#... Of course, if we can't have the capital for some reason, grab any random duchy in Pannonia.
#			else = {
#				random_held_title = {
#					title_tier = duchy
#					#Filter out Syrmia, because Syrmia sucks.
#					limit = {
#						title_capital_county.title_province = { geographical_region = custom_hungary }
#						NOT = { this = title:d_syrmia }
#					}
#					#But if we have no other choice, Syrmia is better than no duchy.
#					alternative_limit = {
#						title_capital_county.title_province = { geographical_region = custom_hungary }
#						tier = tier_duchy
#					}
#					#If we have no possible duchy, make sure to reserve at least *one* county within Pannonia.
#					alternative_limit = {
#						title_capital_county.title_province = { geographical_region = custom_hungary }
#					}
#					save_scope_as = reserved_title
#				}
#			}
#			#Find all Mogyer vassals outside of Pannonia.
#			every_vassal_or_below = {
#				limit = {
#					culture = culture:mogyer
#					highest_held_title_tier >= tier_county
#				}
#				add_to_list = mogyer_vassals_list
#			}
#			#Find all Pannonian titles held by $INVADER$ that aren't reserved.
#			every_held_title = {
#				limit = {
#					title_capital_county.title_province = { geographical_region = custom_hungary }
#					#Technically we could use any_this_title_or_de_jure_above for the following two checks, but it was being problematic and this does the same thing (just more cumbersomely).
#					OR = {
#						tier = tier_county
#						tier = tier_duchy
#					}
#					exists = scope:reserved_title
#					this != scope:reserved_title
#				}
#				add_to_list = spare_pannonian_titles_list
#			}
#			#Attempt to give out Pannonian holdings to the vassals who are about to lose land, prioritising players by tier, then NPCs by tier.
#			##Now, process duchy title assignment.
#			every_in_list = {
#				list = mogyer_vassals_list
#				#Players first.
#				limit = {
#					is_ai = no
#					launch_hungarian_migration_ducal_processing_trigger = yes
#				}
#				#NPCs after that.
#				alternative_limit = {
#					is_ai = yes
#					launch_hungarian_migration_ducal_processing_trigger = yes
#				}
#				#Grab the appropriate vassal.
#				save_temporary_scope_as = receiving_vassal
#				#If $INVADER$ has a suitable spare ducal title, hand it over.
#				if = {
#					limit = {
#						any_in_list = {
#							list = spare_pannonian_titles_list
#							tier = tier_duchy
#							holder = $INVADER$
#						}
#					}
#					#Save the suitable title.
#					random_in_list = {
#						list = spare_pannonian_titles_list
#						limit = {
#							tier = tier_duchy
#							holder = $INVADER$
#						}
#						every_in_de_jure_hierarchy = {
#							limit = {
#								holder = $INVADER$
#								tier >= tier_county
#							}
#							add_to_list = multiple_donated_titles
#						}
#					}
#					#Hand it to the receiving vassal.
#					create_title_and_vassal_change = {
#						type = granted
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					every_in_list = {
#						list = multiple_donated_titles
#						save_temporary_scope_as = donated_title
#						scope:donated_title = {
#							change_title_holder = {
#								holder = scope:receiving_vassal
#								change = scope:change
#							}
#						}
#						remove_from_list = multiple_donated_titles
#					}
#					resolve_title_and_vassal_change = scope:change
#				}
#			}
#			##Finally, process county title assignment.
#			###First, attempt to pair de facto sub-vassals to their lieges.
#			every_in_list = {
#				list = mogyer_vassals_list
#				#Players first.
#				limit = {
#					is_ai = no
#					launch_hungarian_migration_count_processing_trigger = yes
#				}
#				#NPCs after that.
#				alternative_limit = {
#					is_ai = yes
#					launch_hungarian_migration_count_processing_trigger = yes
#				}
#				#Grab the appropriate vassal.
#				save_temporary_scope_as = receiving_vassal
#				#If $INVADER$ has a suitable spare county title, hand it over.
#				if = {
#					#Try to pair vassals with their lieges first.
#					limit = {
#						#Direct vassals shouldn't bother to try pairing.
#						NOT = { liege = $INVADER$ }
#						any_in_list = {
#							list = spare_pannonian_titles_list
#							launch_hungarian_migration_sub_vassal_liege_pairing_trigger = yes
#						}
#					}
#					#Save the suitable title.
#					random_in_list = {
#						list = spare_pannonian_titles_list
#						limit = {
#							#Direct vassals shouldn't bother to try pairing.
#							NOT = { scope:receiving_vassal.liege = $INVADER$ }
#							#Run the stock trigger.
#							launch_hungarian_migration_sub_vassal_liege_pairing_trigger = yes
#							#Don't give away the new liege's primary title's capital county.
#							this != holder.primary_title.title_capital_county
#						}
#						save_temporary_scope_as = donated_title
#					}
#					#Hand it to the receiving vassal.
#					create_title_and_vassal_change = {
#						type = granted
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					scope:donated_title = {
#						change_title_holder = {
#							holder = scope:receiving_vassal
#							change = scope:change
#						}
#					}
#					resolve_title_and_vassal_change = scope:change
#				}
#			}
#			###Then, filter through any remaining direct vassals.
#			every_in_list = {
#				list = mogyer_vassals_list
#				#Players first.
#				limit = {
#					is_ai = no
#					launch_hungarian_migration_count_processing_trigger = yes
#				}
#				#NPCs after that.
#				alternative_limit = {
#					is_ai = yes
#					launch_hungarian_migration_count_processing_trigger = yes
#				}
#				#Grab the appropriate vassal.
#				save_temporary_scope_as = receiving_vassal
#				#If $INVADER$ has a suitable spare county title, hand it over.
#				if = {
#					#Otherwise, grab any spare valid title that $INVADER$ has lying around.
#					limit = {
#						any_in_list = {
#							list = spare_pannonian_titles_list
#							launch_hungarian_migration_direct_vassal_requirements_trigger = { INVADER = $INVADER$ }
#						}
#					}
#					#Save the suitable title.
#					random_in_list = {
#						list = spare_pannonian_titles_list
#						limit = {
#							launch_hungarian_migration_direct_vassal_requirements_trigger = { INVADER = $INVADER$ }
#						}
#						save_temporary_scope_as = donated_title
#					}
#					#Hand it to the receiving vassal.
#					create_title_and_vassal_change = {
#						type = granted
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					scope:donated_title = {
#						change_title_holder = {
#							holder = scope:receiving_vassal
#							change = scope:change
#						}
#					}
#					resolve_title_and_vassal_change = scope:change
#				}
#			}
#			##Clean-up: any landless characters should move to $INVADER$'s court.
#			every_in_list = {
#				list = mogyer_vassals_list
#				limit = { is_ruler = no}
#				save_temporary_scope_as = landless_mogyer_vassal
#				$INVADER$ = { add_courtier = scope:landless_mogyer_vassal }
#			}
#			#Sum all remaining territory outside of Pannonia & give that territory to created local characters.
#			##Start by trying to group duchies.
#			every_sub_realm_title = {
#				#First we try to make duchy power blocks.
#				if = {
#					#Grab duchies outside of Pannonia.
#					limit = {
#						NOT = {
#							title_capital_county.title_province = { geographical_region = custom_hungary }
#						}
#						tier = tier_duchy
#					}
#					save_temporary_scope_as = seceding_duchy
#					#Now grab the duchy & any sub-realm counties beneath it outside of Pannonia, and filter them to a list for processing.
#					scope:seceding_duchy = {
#						every_in_de_jure_hierarchy = {
#							limit = {
#								tier >= tier_county
#								OR = {
#									holder = $INVADER$
#									holder = {
#										any_liege_or_above = { this = $INVADER$ }
#									}
#								}
#							}
#							add_to_temporary_list = seceding_duchy_list
#						}
#					}
#					#Create a local peasant warlord for the duchy & counties.
#					create_character = {
#						location = scope:seceding_duchy.title_capital_county.title_province
#						template = post_migration_local_warlord_template
#						save_scope_as = local_warlord
#					}
#					#Assign the seceding titles to the new peasant warlord.
#					create_title_and_vassal_change = {
#						type = usurped
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					every_in_list = {
#						list = seceding_duchy_list
#						limit = {
#							NAND = {
#								tier = tier_county
#								title_province = { geographical_region = custom_hungary }
#							}
#						}
#						change_title_holder = {
#							holder = scope:local_warlord
#							change = scope:change
#							take_baronies = yes
#						}
#						remove_from_list = seceding_duchy_list
#					}
#					resolve_title_and_vassal_change = scope:change
#					#And give the warlord their independence.
#					create_title_and_vassal_change = {
#						type = independency
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					scope:local_warlord = {
#						becomes_independent = { change = scope:change }
#					}
#					resolve_title_and_vassal_change = scope:change
#					#If any vassals within Pannonia have gotten mixed up, shunt them back to $INVADER$, and try to find a suitable duke.
#					##Start off by assembling a suitable list of affected vassals (should only ever be the one, but you never know).
#					scope:local_warlord = {
#						every_vassal = {
#							limit = {
#								#We're only interested in counts...
#								highest_held_title_tier = tier_county
#								#... Within Panonnia.
#								any_held_title = { launch_hungarian_migration_county_is_within_custom_hungary_trigger = yes }
#							}
#							add_to_list = vassals_to_shunt
#						}
#					}
#					##Sort through the list, see who should be the new liege of the misplaced vassals.
#					every_in_list = {
#						list = vassals_to_shunt
#						#First off, check if there's a valid duke to hand 'em over to.
#						if = {
#							limit = {
#								any_held_title = {
#									launch_hungarian_migration_misplaced_count_suitable_liege_trigger = { INVADER = $INVADER$ }
#								}
#							}
#							#If there is, we make a note of them for liege determination.
#							random_held_title = {
#								limit = {
#									launch_hungarian_migration_misplaced_count_suitable_liege_trigger = { INVADER = $INVADER$ }
#								}
#								duchy.holder = { save_scope_as = appropriate_liege }
#							}
#						}
#						#Otherwise, we just grab $INVADER$ as a solid fallback.
#						else = {
#							$INVADER$ = { save_scope_as = appropriate_liege }
#						}
#						#Reassign the errant vassal back to their rightful Pannonian realm.
#						create_title_and_vassal_change = {
#							type = conquest
#							save_scope_as = change
#							add_claim_on_loss = no
#						}
#						change_liege = {
#							liege = scope:appropriate_liege
#							change = scope:change
#						}
#						resolve_title_and_vassal_change = scope:change
#					}
#				}
#			}
#			##... Then we catch the straggler counties.
#			every_sub_realm_title = {
#				#First we try to make duchy power blocks.
#				if = {
#					#Grab duchies outside of Pannonia.
#					limit = {
#						NOT = {
#							title_capital_county.title_province = { geographical_region = custom_hungary }
#						}
#						tier = tier_county
#					}
#					save_temporary_scope_as = seceding_county
#					#Create a local peasant warlord for the county.
#					create_character = {
#						location = scope:seceding_county.title_province
#						template = post_migration_minor_warlord_template
#						save_scope_as = minor_warlord
#					}
#					#Assign the seceding title to the new peasant warlord.
#					create_title_and_vassal_change = {
#						type = usurped
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					scope:seceding_county = {
#						change_title_holder = {
#							holder = scope:minor_warlord
#							change = scope:change
#							take_baronies = yes
#						}
#					}
#					resolve_title_and_vassal_change = scope:change
#					#And give the warlord their independence.
#					create_title_and_vassal_change = {
#						type = independency
#						save_scope_as = change
#						add_claim_on_loss = no
#					}
#					scope:minor_warlord = {
#						becomes_independent = { change = scope:change }
#					}
#					resolve_title_and_vassal_change = scope:change
#				}
#			}
#		}
#	}
#}

tribal_transfer_liege_title_effect = {
	create_title_and_vassal_change = {
		type = usurped
		save_scope_as = change
		add_claim_on_loss = no
	}
	scope:title_being_fought_over = {
		change_title_holder = {
			holder = scope:challenger
			change = scope:change
		}
	}
	resolve_title_and_vassal_change = scope:change
	if = {
		limit = {
			root = scope:challenger
		}
		scope:liege_to_challenge = {
			add_opinion = {
				target = scope:challenger
				modifier = usurped_title
			}
		}
	}
	else = {
		hidden_effect = {
			scope:liege_to_challenge = {
				add_opinion = {
					target = scope:challenger
					modifier = usurped_title
				}
			}
		}
	}
}

tribal_challenger_lost_effect = {
	if = {
		limit = {
			root = scope:liege_to_challenge
		}
		scope:liege_to_challenge = {
			add_prestige = medium_prestige_gain
		}
	}
	else = {
		hidden_effect = {
			scope:liege_to_challenge = {
				add_prestige = medium_prestige_gain
			}
		}
	}
	add_prestige_level = -1
	if = {
		limit = {
			root = scope:challenger
		}
		scope:liege_to_challenge = {
			add_opinion = {
				target = scope:challenger
				modifier = tried_to_usurped_title
			}
		}
	}
	else = {
		hidden_effect = {
			scope:liege_to_challenge = {
				add_opinion = {
					target = scope:challenger
					modifier = tried_to_usurped_title
				}
			}
		}
	}
}

###################################################
## Negotiate the Danelaw Effects
#
#negotiate_the_danelaw_accept_effect = {
#	# Mark the partition as being active.
#	custom_tooltip = negotiate_the_danelaw_accept_effect.partition_active.tt
#	set_global_variable = {
#		name = partition_active_danelaw
#		value = title:k_england
#	}
#	# Kingdoms for all!
#	## Scope:ntd_brit receives k_england.
#	scope:ntd_brit = {
#		create_title_and_vassal_change = {
#			type = created
#			save_scope_as = change
#		}
#		title:k_england = {
#			change_title_holder = {
#				holder = scope:ntd_brit
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#		title:k_england = { add_title_law = saxon_elective_succession_law }
#	}
#	## Whilst scope:ntd_nord receives k_danelaw.
#	scope:ntd_nord = {
#		create_title_and_vassal_change = {
#			type = created
#			save_scope_as = change
#		}
#		title:k_danelaw = {
#			change_title_holder = {
#				holder = scope:ntd_nord
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#		title:k_danelaw = {
#			add_title_law = scandinavian_elective_succession_law
#			# And make sure it follows appropriate de jures.
#			hidden_effect = { set_de_jure_liege_title = title:k_england.de_jure_liege }
#		}
#	}
#	# Give k_danelaw various de jures.
#	## Firstly, any duchy that it has at least one county in which isn't scope:ntd_brit's capital duchy.
#	custom_tooltip = negotiate_the_danelaw_accept_effect.de_jure_holdings_recognised.tt
#	hidden_effect = {
#		scope:ntd_nord = {
#			every_sub_realm_county = {
#				limit = {
#					kingdom = title:k_england
#					duchy != scope:ntd_brit.capital_county.duchy
#				}
#				duchy = { set_de_jure_liege_title = title:k_danelaw }
#			}
#		}
#	}
#	## Then, any independent duchy held by a Scandi-side ruler (again exempting scope:ntd_brit's capital, just in case).
#	custom_tooltip = negotiate_the_danelaw_accept_effect.independent_holdings_recognised.tt
#	hidden_effect = {
#		every_county_in_region = {
#			region = world_europe_west_britannia
#			limit = {
#				kingdom = title:k_england
#				exists = duchy.holder
#				duchy.holder = { negotiate_the_danelaw_norse_side_trigger = yes }
#				duchy != scope:ntd_brit.capital_county.duchy
#			}
#			duchy = { set_de_jure_liege_title = title:k_danelaw }
#		}
#	}
#	# Set up a ceasefire & some opinion gain between the two rulers.
#	scope:ntd_brit = {
#		add_truce_both_ways = {
#			character = scope:ntd_nord
#			years = 25
#			name = TRUCE_SIGNED_PARTITION
#		}
#		add_opinion = {
#			target = scope:ntd_nord
#			modifier = respect_opinion
#			opinion = 50
#		}
#		reverse_add_opinion = {
#			target = scope:ntd_nord
#			modifier = respect_opinion
#			opinion = 50
#		}
#	}
#	# Independent rulers on both sides are extremely unimpressed with this divvying.
#	## First, grab everyone applicable.
#	title:k_england = {
#		every_in_de_jure_hierarchy = {
#			limit = {
#				holder ?= {
#					top_liege = this
#					NOR = {
#						this = scope:ntd_actor
#						this = scope:ntd_recipient
#					}
#				}
#			}
#			holder = { add_to_list = riled_danelaw_independents_list }
#		}
#	}
#	## Then, apply opinion & hidden rivalry effects.
#	every_in_list = {
#		list = riled_danelaw_independents_list
#		custom = negotiate_the_danelaw_accept_effect.riled_independents_list
#		add_opinion = {
#			target = scope:ntd_brit
#			modifier = weak_opinion
#			opinion = -40
#		}
#		add_opinion = {
#			target = scope:ntd_nord
#			modifier = weak_opinion
#			opinion = -40
#		}
#		# We hide the rivalry stuff, both to make it seem less unappealing, and to encourage valid-feeling drama without deliberately signalling it.
#		hidden_effect = {
#			if = {
#				limit = {
#					can_set_relation_potential_rival_trigger = { CHARACTER = scope:ntd_brit }
#				}
#				set_relation_potential_rival = scope:ntd_brit
#			}
#			if = {
#				limit = {
#					can_set_relation_potential_rival_trigger = { CHARACTER = scope:ntd_nord }
#				}
#				set_relation_potential_rival = scope:ntd_nord
#			}
#		}
#	}
#}
#
#negotiate_the_danelaw_reject_effect = {
#	scope:ntd_actor = {
#		# If possible, scope:ntd_actor & scope:ntd_recipient immediately become nemeses.
#		if = {
#			limit = {
#				can_set_relation_nemesis_trigger = { CHARACTER = scope:ntd_recipient }
#			}
#			set_relation_nemesis = {
#				reason = nemesis_danelaw_rejection
#				copy_reason = rival
#				target = scope:ntd_recipient
#			}
#		}
#		else = {
#			add_opinion = {
#				target = scope:ntd_recipient
#				modifier = humiliated_opinion
#				opinion = -75
#			}
#		}
#		# Scope:ntd_actor loses a huge amount of prestige.
#		add_prestige = massive_prestige_loss
#		# Scope:ntd_actor gets a derrogatory nickname.
#		give_nickname = nick_the_weak
#	}
#}
#
#negotiate_the_danelaw_each_way_effect = {
#	random_list = {
#		# The offer is accepted.
#		100 = {
#			show_chance = no
#			desc = negotiate_the_danelaw_each_way_effect.accepted
#			negotiate_the_danelaw_accept_effect = yes
#		}
#		# The offier is rejected.
#		100 = {
#			show_chance = no
#			desc = negotiate_the_danelaw_each-way_effect.rejected
#			negotiate_the_danelaw_reject_effect = yes
#		}
#	}
#}
#
#resolve_danelaw_partition_effect = {
#	# Drift all k_danelaw cores into England.
#	custom_tooltip = resolve_danelaw_partition_effect.adjust_de_jures.tt
#	hidden_effect = {
#		title:k_danelaw = {
#			every_in_de_jure_hierarchy = {
#				limit = { tier = tier_duchy }
#				set_de_jure_liege_title = title:k_england
#			}
#		}
#	}
#	# If k_danelaw is victorious, take care of various bits'n'pieces.
#	if = {
#		limit = { scope:partition_winner = title:k_danelaw }
#		# If appropriate, create k_england.
#		if = {
#			limit = {
#				NOT = { exists = title:k_england.holder }
#			}
#			create_title_and_vassal_change = {
#				type = created
#				save_scope_as = title_change
#			}
#			title:k_england = {
#				change_title_holder = {
#					holder = scope:victor
#					change = scope:title_change
#				}
#			}
#			resolve_title_and_vassal_change = scope:title_change
#		}
#		# Else usurp k_england.
#		else_if = {
#			limit = {
#				NOT = { title:k_england.holder = scope:victor }
#			}
#			create_title_and_vassal_change = {
#				type = usurped
#				save_scope_as = title_change
#				add_claim_on_loss = yes
#			}
#			title:k_england = {
#				change_title_holder = {
#					holder = scope:victor
#					change = scope:title_change
#				}
#			}
#			resolve_title_and_vassal_change = scope:title_change
#		}
#		# Sundry cosmetic changes.
#		title:k_england = {
#			if = { # Only do Scandinavian things for Scandinavians
#				limit = {
#					holder.culture = { has_cultural_pillar = heritage_north_germanic }
#				}
#				# Set k_england's CoA to k_danelaw's.
#				custom_tooltip = resolve_danelaw_partition_effect.coa_changed.tt
#				title:k_england = { set_coa = title:k_danelaw }
#				# Give k_england the appropriate succession law.
#				add_title_law = scandinavian_elective_succession_law
#			}
#			# Use k_danelaw's title history, as they won the cold war.
#			copy_title_history = title:k_danelaw
#			# And make York the de jure capital.
#			set_capital_county = title:c_north_riding
#		}
#		# Remove k_danelaw.
#		destroy_title = title:k_danelaw
#		# All claims on k_danelaw become claims on k_england.
#		title:k_danelaw = {
#			every_claimant = {
#				custom = resolve_danelaw_partition_effect.all_claimants
#				remove_claim = title:k_danelaw
#				add_unpressed_claim = title:k_england
#			}
#		}
#		# Finally, mark that this has happened for HKotNS purposes.
#		set_global_variable = {
#			name = danelaw_became_england
#			value = yes
#		}
#	}
#	# If k_england is victorious, we also have a few little things to do.
#	if = {
#		limit = { scope:partition_winner = title:k_england }
#		# If it still exists, destroy k_danelaw.
#		if = {
#			limit = { exists = title:k_danelaw.holder }
#			destroy_title = title:k_danelaw
#		}
#		# All claims on k_danelaw are removed.
#		title:k_danelaw = {
#			every_claimant = {
#				custom = resolve_danelaw_partition_effect.all_claimants
#				remove_claim = title:k_danelaw
#			}
#		}
#	}
#}
#
#formalise_the_daneland_effect = {
#	# To start with, remove the partition variable (so that we don't calculate partition resolution whilst taking the alternate route).
#	remove_global_variable = partition_active_danelaw
#	# Clarify the status of the partition for the player.
#	custom_tooltip = formalise_the_daneland_effect.partition_status.tt
#	# Sort the title swap.
#	## First, flip everything in k_danelaw to k_daneland.
#	custom_tooltip = formalise_the_daneland_effect.adjust_de_jures.tt
#	hidden_effect = {
#		title:k_danelaw = {
#			every_in_de_jure_hierarchy = {
#				limit = { tier = tier_duchy }
#				set_de_jure_liege_title = title:k_daneland
#			}
#		}
#		# Add k_daneland to whatever empire k_danelaw is part of.
#		title:k_daneland = { set_de_jure_liege_title = title:k_danelaw.de_jure_liege }
#	}
#	## Then, swap the two titles out.
#	### Give k_daneland to scope:founder.
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#	}
#	title:k_daneland = {
#		change_title_holder = {
#			holder = scope:founder
#			change = scope:title_change
#		}
#	}
#	resolve_title_and_vassal_change = scope:title_change
#	### Do some assorted aesthetic prep-work on k_daneland.
#	hidden_effect = {
#		title:k_daneland = {
#			# Give them k_danelaw's CoA.
#			set_coa = title:k_danelaw
#			# & title history.
#			copy_title_history = title:k_danelaw
#		}
#	}
#	### Destroy k_danelaw.
#	destroy_title = title:k_danelaw
#	# All claims on k_danelaw become claims on k_daneland
#	title:k_danelaw = {
#		every_claimant = {
#			custom = formalise_the_daneland_effect.all_claimants
#			remove_claim = title:k_danelaw
#			add_unpressed_claim = title:k_daneland
#		}
#	}
#	# Step a rivalry with scope:england.
#	scope:founder = {
#		progress_towards_rival_effect = {
#			CHARACTER = scope:england
#			OPINION = -75
#			REASON = rival_daneland
#		}
#	}
#}

##################################################
# Found Cadet House Effects
found_cadet_house_decision_effect = {
	$CHARACTER$ = {
		save_scope_as = new_head
		save_scope_as = new_house_head # don't ask
		hidden_effect = {
			house.house_head = {
				save_scope_as = former_house_head
			}
			house = {
				save_scope_as = former_house
			}
			add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag }

			#Cultural variation for Cadet Branch Naming:

			if = { # Prefixed Primary Title - (PREFIX) (TITLE)
				limit = {
					is_landed = yes
					highest_held_title_tier <= tier_duchy
					OR = {
						culture = { has_cultural_pillar = heritage_frankish }
						top_liege = {
							has_title = title:k_france
							culture = { has_cultural_pillar = heritage_frankish }
						}
					}
				}
				create_cadet_branch = {
					prefix = dynnp_de
					name = cadet_name_style_primary_title
					save_scope_as = new_house
				}
			}
			else_if = { # Barony Dynasty - (BARONY) (DYNASTY)
				limit = {
					is_landed = yes
					culture = {
						OR = {
							# India
							has_cultural_pillar = heritage_indo_aryan
							has_cultural_pillar = heritage_dravidian
							# Vietnam
							has_cultural_pillar = heritage_viet
							has_name_list = name_list_vietnamese
							# Khmer
							has_name_list = name_list_khmer
							# Mon
							has_name_list = name_list_mon
							# Cham
							has_name_list = name_list_cham
							# Tai
							has_name_list = name_list_tai
							# China
							has_cultural_pillar = heritage_chinese
							has_name_list = name_list_han
							# Korea
							has_cultural_pillar = heritage_korean
							has_name_list = name_list_korean
							# Buyeo
							has_cultural_pillar = heritage_buyeo
							has_name_list = name_list_balhae
						}
					}
					NOT = { faith.religion = religion:islam_religion }
				}
				create_cadet_branch = {
					name = cadet_name_style_barony_dynasty
					save_scope_as = new_house
				}
				scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
			}
			else_if = { # County Dynasty - (COUNTY) (DYNASTY)
				limit = {
					is_landed = yes
					culture = {
						OR = {
							# Malaysia
							has_name_list = name_list_malay
						}
					}
				}
				create_cadet_branch = {
					name = cadet_name_style_county_dynasty
					save_scope_as = new_house
				}
				scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
			}
			else_if = { # Japanese - (PLACE)
				limit = {
					exists = var:new_japanese_house_name
					culture = {
						# Japan
						OR = {
							has_cultural_pillar = heritage_japonic
							has_name_list = name_list_yamato
						}
					}
				}
				create_cadet_branch = {
					name = {
						first_valid = {
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_random_barony }
								desc = japanese_house_random_barony
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_primary_county }
								desc = japanese_house_primary_county
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_barony }
								desc = japanese_house_domicile_barony
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_county }
								desc = japanese_house_domicile_county
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_first_name }
								desc = japanese_house_first_name
							}
							triggered_desc = {
								trigger = { scope:new_head.var:new_japanese_house_name ?= flag:custom }
								desc = japanese_house_name_custom
							}
							triggered_desc = {
								trigger = { exists = scope:new_head.var:new_japanese_house_name }
								desc = japanese_house_name_flag
							}
							desc = japanese_house_name_fallback
						}
					}
					save_scope_as = new_house
				}
				scope:new_house = { generate_coa = yes } # Avoid western style cadet CoA
			}
			else = { #Standard Name Generation
				create_cadet_branch = { save_scope_as = new_house }
			}
		}

		add_prestige = $PRESTIGE$
		
		hidden_effect_new_object = {
			save_scope_as = new_head
			every_player = {
				limit = {
					exists = house
					scope:new_house ?= house
					NOT = { this = $CHARACTER$ }
				}
				send_interface_toast = {
					type = msg_created_new_house
					title = created_cadet_branch_toast_new_house_desc
					left_icon = scope:new_head
					desc = created_cadet_branch_toast_new_house_other_tt
				}
			}
			send_interface_toast = {
				type = msg_created_new_house
				title = created_cadet_branch_toast_new_house_desc
				left_icon = scope:new_head
				right_icon = scope:former_house_head
				desc = created_cadet_branch_toast_new_house_other_tt
			}
		}

		random_artifact = {
			limit = {
				var:banner_dynasty ?= $CHARACTER$.dynasty
				artifact_owner = {
					NOT = { this = $CHARACTER$ }
					in_diplomatic_range = $CHARACTER$
				}
				NOT = {
					any_artifact_house_claimant = {
						scope:new_house ?= this
					}
				}
			}
			save_scope_as = new_branch_dynasty_banner
			scope:new_house ?= {
				add_house_artifact_claim = scope:new_branch_dynasty_banner
			}
		}
			
#		# Struggle Catalysts
#		if = {
#			limit = {
#				$CHARACTER$ =  {
#					exists = house.house_head
#					any_character_struggle	 = {
#						involvement = involved
#						phase_has_catalyst = catalyst_cadet_branch_created
#					}
#				}
#			}
#			every_character_struggle = {
#				involvement = involved
#				activate_struggle_catalyst = {
#					catalyst = catalyst_cadet_branch_created
#					character = $CHARACTER$
#				}
#				log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created }
#			}
#		}

		every_child = {
			limit = {
				has_trait = bastard
				is_lowborn = no
				dynasty = scope:new_head.dynasty
				NOT =  { house = scope:new_house }
			}
			set_house = scope:new_house
		}
		
		# If eligible, create a cadet branch for admin type governments
		if = {
			limit = {
				government_allows = noble_families
				OR = {
					highest_held_title_tier >= main_administrative_tier
					AND = {
						government_has_flag = government_has_county_tier_noble_families
						highest_held_title_tier >= tier_county
					}
				}
			}
			create_noble_family_effect = { GOVERNMENT_GIVER = this }
			change_influence = major_influence_gain
		}
	}
}

learn_language_linguist_effect = {
	hidden_effect = { add_courtier = $LINGUIST$ }
	$LINGUIST$ = { save_scope_as = selected_linguist }
	custom_tooltip = ep1_decision.0201.tt.aptitude
	send_interface_toast = {
		title = learn_court_language_toast_title
		left_icon = root
		right_icon = $LINGUIST$
		court_position_grant_effect = {
			EMPLOYER = root
			POS = court_tutor
			CANDIDATE = $LINGUIST$
		}
		if = {
			limit = {
				NOT = { knows_language_of_culture = $LINGUIST$.culture }
			}
			start_scheme = {
				type = learn_language
				target_character = $LINGUIST$
			}
		}
	}
}

linguist_bonus_culture_effect = {
	if = {
		limit = { exists = scope:$CULTURE$ }
		if = {
			limit = {
				any_culture_global = {
					exists = culture_head
					has_same_culture_heritage = scope:$CULTURE$
					NOR = {
						has_same_culture_language = scope:$CULTURE$
						has_same_culture_language = root.culture
						AND = {
							exists = scope:target_court_language.culture
							has_same_culture_language = scope:target_court_language.culture
						}
						AND = {
							exists = scope:ling_cul_1_bonus
							THIS = scope:ling_cul_1_bonus
						}
						AND = {
							exists = scope:ling_cul_2_bonus
							THIS = scope:ling_cul_2_bonus
						}
						AND = {
							exists = scope:ling_cul_3_bonus
							THIS = scope:ling_cul_3_bonus
						}
					}
				}
			}
			random_culture_global = { # Find a culture that speaks this language natively
				limit = {
					exists = culture_head
					has_same_culture_heritage = scope:$CULTURE$
					NOR = {
						has_same_culture_language = scope:$CULTURE$
						has_same_culture_language = root.culture
						AND = {
							exists = scope:target_court_language.culture
							has_same_culture_language = scope:target_court_language.culture
						}
						AND = {
							exists = scope:ling_cul_1_bonus
							THIS = scope:ling_cul_1_bonus
						}
						AND = {
							exists = scope:ling_cul_2_bonus
							THIS = scope:ling_cul_2_bonus
						}
						AND = {
							exists = scope:ling_cul_3_bonus
							THIS = scope:ling_cul_3_bonus
						}
					}
				}
				save_scope_as = $CULTURE$_bonus
			}
		}
		else = {
			random_kingdom = {
				limit = {
					exists = holder
					NOR = {
						holder = root
						AND = {
							exists = scope:target_court_language
							holder = scope:target_court_language
						}
					}
					holder = {
						in_diplomatic_range = root
						culture = {
							NOR = {
								has_same_culture_language = scope:$CULTURE$
								has_same_culture_language = root.culture
								AND = {
									exists = scope:target_court_language
									has_same_culture_language = scope:target_court_language.culture
								}
								AND = {
									exists = scope:ling_cul_1_bonus
									this = scope:ling_cul_1_bonus
								}
								AND = {
									exists = scope:ling_cul_2_bonus
									this = scope:ling_cul_2_bonus
								}
								AND = {
									exists = scope:ling_cul_3_bonus
									this = scope:ling_cul_3_bonus
								}
							}
						}
					}
				}
				holder.culture = { save_scope_as = $CULTURE$_bonus }
			}
		}
	}
}

linguist_random_realm_effect = {
	# Save random culture realm to fetch faith
	if = {
		limit = {
			any_independent_ruler = { culture = scope:$CULTURE$ }
		}
		ordered_independent_ruler = {
			limit = { culture = scope:$CULTURE$ }
			order_by = primary_title.tier
			save_scope_as = $CULTURE$_ruler
		}
	}
	# Save fallback to fetch faith
	else = {
		scope:target_court_language = { save_scope_as = $CULTURE$_ruler }
	}
}

isolate_single_character_effect = {
	add_character_flag = {
		flag = blocked_from_leaving
		years = 5
	}
	add_character_modifier = {
		modifier = isolating_modifier
		years = 5
	}
	if = {
		limit = { exists = involved_activity }
		if = {
			limit = { involved_activity.activity_host = root }
			invalidate_activity = involved_activity
		}
		else = {
			remove_from_activity = involved_activity
		}
	}
}

isolate_family_decision_effect = {
	show_as_tooltip = {
		every_close_family_member = {
			custom = every_close_family_member_at_court
			limit = {
				is_courtier_of = root
			}
			add_character_modifier = {
				modifier = isolating_modifier
				years = 5
			}
		}
		add_character_modifier = {
			modifier = isolating_modifier
			years = 5
		}
		if = {
			limit = { exists = involved_activity }
			if = {
				limit = { involved_activity.activity_host = root }
				invalidate_activity = involved_activity
			}
			else = {
				remove_from_activity = involved_activity
			}
		}
	}
	if = {
		limit = { NOT = { exists = current_travel_plan } }
		custom_tooltip = travelling_will_break_isolation_tt
	}
	hidden_effect = {
		every_close_family_member = {
			custom = every_close_family_member_at_court
			limit = {
				is_courtier_of = root
			}
			root = {
				add_to_variable_list = {
					name = isolating_relatives
					target = prev
				}
			}
			isolate_single_character_effect = yes
		}
		every_consort = {
			limit = {
				is_courtier_of = root
			}
			root = {
				add_to_variable_list = {
					name = isolating_relatives
					target = prev
				}
			}
			isolate_single_character_effect = yes
		}
		isolate_single_character_effect = yes
		set_variable = {
			name = isolating_cooldown_var
			years = 1
		}
		add_character_flag = { # Prevent the AI from constantly coming in and out of isolation
			flag = ai_unisolate_cooldown
			years = 1
		}
	}
	stress_impact = {
		brave = minor_stress_impact_gain
		gregarious = minor_stress_impact_gain
	}
}

unisolate_family_decision_effect = {
	show_as_tooltip = {
		every_close_family_member = {
			custom = every_close_family_member_at_court
			limit = {
				is_courtier_of = root
			}
			remove_character_modifier = isolating_modifier
		}
	}
	hidden_effect = {
		every_in_list = {
			variable = isolating_relatives
			limit = { is_alive = yes }
			remove_character_modifier = isolating_modifier
			remove_character_flag = blocked_from_leaving
		}
		clear_variable_list = isolating_relatives
	}
	remove_character_modifier = isolating_modifier
	stress_impact = {
		paranoid = minor_stress_impact_gain
		shy = minor_stress_impact_gain
	}
}


#Whippy whippy
flagellation_decision_effect = {
	#Get both rewards
	if = {
		limit = {
			has_trait = flagellant
			faith = { has_doctrine_parameter = self_mutilation_active }
		}
		add_stress = major_stress_loss
		add_piety = medium_piety_value
	}
	#Only Piety
	else_if = {
		limit = {
			faith = { has_doctrine_parameter = self_mutilation_active }
		}
		add_piety = medium_piety_value
	}
	#Only Stress-loss
	else = { add_stress = major_stress_loss }

	#Be kind to the AI
	if = {
		limit = { is_ai = yes }
		random_list = {
			75 = {
				#No increase
			}
			25 = {
				increase_wounds_effect = { REASON = whipping }
			}
		}
	}
	else = {
		increase_wounds_effect = { REASON = whipping }
	}

	#Not already flagellant?
	if = {
		limit = {
			NOT = { has_trait = flagellant }
		}
		random = {
			chance = 20
			add_trait = flagellant
			add_stress = major_stress_loss
		}
	}

}
#restore_carthage_scripted_effect = {
#
#	dynasty = { add_dynasty_prestige = monumental_dynasty_prestige_gain }
#	house = {
#		add_house_modifier = {
#			modifier = restore_carthage_house_modifier
#			years = 100
#		}
#	}
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#		add_claim_on_loss = no
#	}
#
#	#Create Kingdoms
#	hidden_effect = {
#		# Carthage
#		title:k_carthage = {
#			change_title_holder = {
#				holder = root
#				change = scope:title_change
#			}
#			set_de_jure_liege_title = title:e_carthage
#		}
#		 # Carthage Duchies
#		title:d_gabes = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		title:d_kairouan = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		title:d_kroumerie = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		title:d_tunis = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		title:d_jerid = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		title:d_sicily = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		title:d_sardinia = {
#			set_de_jure_liege_title = title:k_carthage
#		}
#		# And "Tunis" Carthage as capital
#		title:c_tunis = {
#			change_title_holder = {
#				holder = root
#				change = scope:title_change
#			}
#		}
#		# Tripolitania
#		title:k_tripolitania = {
#			change_title_holder = {
#				holder = root
#				change = scope:title_change
#			}
#			set_de_jure_liege_title = title:e_carthage
#		}
#		 # Tripolitania Duchies
#		title:d_tripolitania = {
#			set_de_jure_liege_title = title:k_tripolitania
#		}
#		title:d_syrte = {
#			set_de_jure_liege_title = title:k_tripolitania
#		}
#		 # Mauretania
#		title:k_mauretania = {
#			change_title_holder = {
#				holder = root
#				change = scope:title_change
#			}
#			set_de_jure_liege_title = title:e_carthage
#		}
#		 # Mauretania Duchies
#		title:d_bejaia = {
#			set_de_jure_liege_title = title:k_mauretania
#		}
#		title:d_zab = {
#			set_de_jure_liege_title = title:k_mauretania
#		}
#		title:d_tlemcen = {
#			set_de_jure_liege_title = title:k_mauretania
#		}
#		title:d_rif = {
#			set_de_jure_liege_title = title:k_mauretania
#		}
#		title:d_alger = {
#			set_de_jure_liege_title = title:k_mauretania
#		}
#		 # Carthago Nova
#		title:k_carthago_nova = {
#			change_title_holder = {
#				holder = root
#				change = scope:title_change
#			}
#			set_de_jure_liege_title = title:e_carthage
#		}
#		 # Carthago Nova Duchies
#		title:d_sevilla = {
#			set_de_jure_liege_title = title:k_carthago_nova
#		}
#		title:d_granada = {
#			set_de_jure_liege_title = title:k_carthago_nova
#		}
#		title:d_murcia = {
#			set_de_jure_liege_title = title:k_carthago_nova
#		}
#		title:d_valencia = {
#			set_de_jure_liege_title = title:k_carthago_nova
#		}
#	}
#
#	#Create Empire
#	title:e_carthage = {
#		change_title_holder = {
#			holder = root
#			change = scope:title_change
#		}
#	}
#
#	resolve_title_and_vassal_change = scope:title_change
#
#	hidden_effect = {
#		every_held_title = { #Should destroy Kingdoms without dejure land
#			title_tier = kingdom
#			if = {
#				limit = {
#					any_direct_de_jure_vassal_title = { count < 1 }
#					title_capital_county.empire = title:e_carthage
#				}
#				root = { destroy_title = prev }
#			}
#		}
#	}
#
#	if = {
#		limit = {
#			capital_county != title:c_tunis
#		}
#		set_realm_capital = title:c_tunis
#	}
#
#	hidden_effect = {
#		set_primary_title_to = title:e_carthage
#	}
#}

##################################################
#	##Create Cossack Kingdom Decision Effect##
#	## By: Björn S
##################################################
#
#create_cossack_scripted_effect = {
#	# Pseudo character to derive culture from without converting the founder by default
#	create_character = {
#		location = root.location
#		culture = root.culture
#		faith = root.faith
#		gender = root
#		dynasty = none
#		random_traits = no
#		save_scope_as = cossack
#	}
#	## We make all nomad holdings tribal, or the government change won't work
#	custom_tooltip = {
#		every_sub_realm_county = {
#			limit = {
#				title_province = {
#					OR = {
#						has_holding_type = nomad_holding
#						has_holding_type = herder_holding
#					}
#				}
#			}
#			## Add_to_list = holding_conversion
#			title_province = {
#				set_holding_type = tribal_holding
#			}
#		}
#		text = create_cossack_tribal_tooltip
#	}
#	change_government = tribal_government
#
#	## Create the Cossack Culture ##
#	culture = { save_scope_as = founder_culture }
#	every_player = {
#		add_character_flag = {
#			flag = hide_hybridization_event
#			days = 1
#		}
#	}
#	custom_tooltip = {
#		text = cossack_custom_culture_hybrid
#		scope:cossack = { create_hybrid_culture = culture:kazak }
#	}
#	scope:new_culture ?= {
#		set_culture_name = {
#			noun = cossack
#			collective_noun = cossack_prefix
#			prefix = cossack_collective_noun
#		}
#	}
#	create_title_and_vassal_change = {
#		type = created
#		save_scope_as = title_change
#		add_claim_on_loss = no
#	}
#	title:k_cossack = {
#		change_title_holder = {
#			holder = root
#			change = scope:title_change
#		}
#	}
#	resolve_title_and_vassal_change = scope:title_change
#
#	## Set up the Cossack Kingdom title with de jure duchies
#	custom_tooltip = {
#		text = cossack_custom_de_jure
#		title:k_cossack = { set_de_jure_liege_title = title:e_caspian-pontic_steppe }
#		title:d_tana = { set_de_jure_liege_title = title:k_cossack }
#		title:d_zaporizhzhia = { set_de_jure_liege_title = title:k_cossack }
#		title:d_kharkiv = { set_de_jure_liege_title = title:k_cossack }
#		title:d_don_valley = { set_de_jure_liege_title = title:k_cossack }
#		title:d_astrakhan = { set_de_jure_liege_title = title:k_cossack }
#	}
#
#	##Add Cossack Culture to all de jure duchies in the Cossack Kingdom
#	if = {
#		limit = { exists = scope:new_culture }
#		custom_tooltip = {
#			text = cossack_custom_county_culture
#			every_held_county = {
#				limit = { kingdom = title:k_cossack }
#				## Convert all the counties to Cossack Culture ##
#				set_county_culture = scope:new_culture
#			}
#		}
#	}
#	else = { custom_tooltip = cossack_custom_county_culture_fallback }
#
#	hidden_effect = {
#		scope:cossack ?= { silent_disappearance_effect = yes }
#	}
#}
#