﻿##Restoring the Roman Empire (as Byzantium)
#### Restore the Roman Empire ###
#restore_roman_empire_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/ep3_decision_roman_restoration.dds"
#	}
#	desc = restore_roman_empire_decision_desc
#	selection_tooltip = restore_roman_empire_decision_tooltip
#	decision_group_type = roman
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 0
#		empire = 120
#		hegemony = 0
#	}
#
#	is_shown = {
#		is_ruler = yes
#		is_playable_character = yes
#		has_title = title:e_byzantium
#		NOT = { primary_title = title:e_hre }
#		NOT = { primary_title = title:e_italy }
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#		}
#		OR = {
#			government_has_flag = government_is_feudal
#			government_has_flag = government_is_republic
#			government_has_flag = government_is_clan
#			government_allows = administrative
#		}
#	}
#
#	is_valid = {
#		prestige_level >= max_prestige_level
#		restore_roman_empire_decision_religion_culture_trigger = yes
#		completely_controls = title:d_latium
#		completely_controls = title:d_venice
#		completely_controls = title:d_romagna
#		completely_controls = title:d_sicily
#		completely_controls = title:d_genoa
#		completely_controls = title:d_capua
#		completely_controls = title:d_apulia
#		completely_controls = title:d_thrace
#		completely_controls = title:d_antioch
#		completely_controls = title:d_palestine
#		completely_controls = title:d_alexandria
#		completely_controls = title:d_athens
#		completely_controls = title:d_tunis
#		completely_controls = title:d_croatia
#		completely_controls = title:d_thessalonika
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#	}
#
#	effect = {
#		custom_tooltip = restore_roman_empire_decision_effect_tooltip
#		show_as_tooltip = {
#			create_roman_empire_scripted_effect = yes
#		}
#		if = {
#			limit = {
#				has_ep3_dlc_trigger = yes
#			}
#			trigger_event = ep3_roman_restoration.0100
#		}
#		else = {
#			trigger_event = roman_restoration.0001
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#			set_global_variable = {
#				name = flag_restored_roman_empire
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##Restoring the Roman Empire (as HRE)
#### Restore the Roman Empire ###
#restore_roman_empire_holy_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
#	}
#	desc = restore_roman_empire_holy_decision_desc
#	selection_tooltip = restore_roman_empire_decision_tooltip
#	# Deliberately left in the major group rather than the Roman one.
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 0
#		empire = 120
#		hegemony = 0
#	}
#
#	is_shown = {
#		is_ruler = yes
#		is_playable_character = yes
#		has_title = title:e_hre
#		OR = {
#			NOT = { has_title = title:e_byzantium } # Prioritize Byzaboos
#			primary_title = title:e_hre
#		}
#		NOT = { primary_title = title:e_italy }
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#		}
#		OR = {
#			government_has_flag = government_is_feudal
#			government_has_flag = government_is_republic
#			government_has_flag = government_is_clan
#			government_has_flag = government_is_administrative
#		}
#	}
#
#	is_valid = {
#		prestige_level >= max_prestige_level
#		restore_roman_empire_decision_religion_culture_trigger = yes
#		completely_controls = title:d_latium
#		completely_controls = title:d_venice
#		completely_controls = title:d_romagna
#		completely_controls = title:d_sicily
#		completely_controls = title:d_genoa
#		completely_controls = title:d_capua
#		completely_controls = title:d_apulia
#		completely_controls = title:d_thrace
#		completely_controls = title:d_antioch
#		completely_controls = title:d_palestine
#		completely_controls = title:d_alexandria
#		completely_controls = title:d_athens
#		completely_controls = title:d_tunis
#		completely_controls = title:d_croatia
#		completely_controls = title:d_thessalonika
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#	}
#
#	effect = {
#		custom_tooltip = restore_roman_empire_decision_effect_tooltip
#		show_as_tooltip = {
#			create_roman_empire_holy_scripted_effect = yes
#		}
#		trigger_event = {
#			id = roman_restoration.0003
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#			set_global_variable = {
#				name = flag_restored_roman_empire
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##Restoring the Roman Empire (as Italia)
#### Restore the Roman Empire ###
#restore_roman_empire_italian_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
#	}
#	desc = restore_roman_empire_italian_decision_desc
#	selection_tooltip = restore_roman_empire_decision_tooltip
#	# Deliberately left in the major group rather than the Roman one.
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 0
#		empire = 120
#		hegemony = 0
#	}
#
#	is_shown = {
#		is_ruler = yes
#		is_playable_character = yes
#		has_title = title:e_italy
#		OR = {
#			NAND = {
#				has_title = title:e_byzantium #Prioritize Byzaboos
#				has_title = title:e_hre #And the Germans
#			}
#			primary_title = title:e_italy
#		}
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#		}
#		culture = { has_cultural_pillar = heritage_latin }
#		is_target_in_global_variable_list = { #Only available after unifying Italy.
#			name = unavailable_unique_decisions
#			target = flag:flag_unified_italian_empire
#		}
#		OR = {
#			government_has_flag = government_is_feudal
#			government_has_flag = government_is_republic
#			government_has_flag = government_is_clan
#			government_has_flag = government_is_administrative
#		}
#	}
#
#	is_valid = {
#		prestige_level >= max_prestige_level
#		restore_roman_empire_decision_religion_culture_trigger = yes
#		completely_controls = title:d_latium
#		completely_controls = title:d_venice
#		completely_controls = title:d_romagna
#		completely_controls = title:d_sicily
#		completely_controls = title:d_genoa
#		completely_controls = title:d_capua
#		completely_controls = title:d_apulia
#		completely_controls = title:d_thrace
#		completely_controls = title:d_antioch
#		completely_controls = title:d_palestine
#		completely_controls = title:d_alexandria
#		completely_controls = title:d_athens
#		completely_controls = title:d_tunis
#		completely_controls = title:d_croatia
#		completely_controls = title:d_thessalonika
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#	}
#
#	effect = {
#		custom_tooltip = restore_roman_empire_decision_effect_tooltip
#		show_as_tooltip = {
#			create_roman_empire_italy_scripted_effect = yes
#		}
#		trigger_event = {
#			id = roman_restoration.0150
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#			set_global_variable = {
#				name = flag_restored_roman_empire
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##Restore the real Roman Empire
#### Form the Sultanate of Rum ###
#form_rum_sultanate_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
#	}
#	desc = form_rum_sultanate_decision_desc
#	selection_tooltip = form_rum_sultanate_decision_tooltip
#	# Deliberately left in the major group rather than the Roman one.
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 120
#		empire = 0
#		hegemony = 0
#	}
#
#	is_shown = {
#		is_ruler = yes
#		is_playable_character = yes
#		is_landed = yes # Laamps don't need to know about this
#		OR = {
#			religion = religion:islam_religion
#			culture = { has_cultural_pillar = heritage_turkic }
#		}
#		NOT = { culture = culture:greek }
#		NOT = { OR = { faith.religion = religion:eastern_orthodox_religion faith.religion = religion:catholic_religion faith.religion = religion:protestant_religion } }
#		OR = {
#			top_liege = this
#			top_liege = { faith.religion = faith:aqlani.religion }
#		}
#		capital_province = {
#			OR = {
#				geographical_region = world_persian_empire
#				geographical_region = world_asia_minor
#				geographical_region = custom_greater_armenia
#			}
#		}
#		NOR = {
#			exists = title:k_rum.holder
#			top_liege = { is_roman_emperor_trigger = yes }
#		}
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_rum_sultanate
#			}
#		}
#		OR = {
#			highest_held_title_tier < 4 #Dukes or lower, splitting off from Persia.
#			AND = {
#				highest_held_title_tier < 5
#				top_liege = this #Or just a fancy way to get a new King title.
#			}
#		}
#	}
#
#	is_valid = {
#		prestige_level >= high_prestige_level
#		piety_level >= high_piety_level
#		completely_controls = title:d_cibyrrhaeot
#		completely_controls = title:d_anatolia
#		completely_controls = title:d_cappadocia
#		completely_controls = title:d_charsianon
#		completely_controls = title:d_paphlagonia
#		completely_controls = title:d_armeniac
#		completely_controls = title:d_chaldia
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		is_at_war = no
#	}
#
#	effect = {
#		custom_tooltip = form_rum_sultanate_decision_effect_tooltip
#		gain_heroic_legend_seed_tooltip_effect = yes
#		show_as_tooltip = {
#			create_rum_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_east_decisions.0014
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_rum_sultanate
#			}
#			set_global_variable = {
#				name = flag_formed_rum_sultanate
#				value = root
#			}
#		}
#	}
#
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
### Mend the Great Schism ###
mend_the_great_schism_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = mend_the_great_schism_decision_desc
	selection_tooltip = mend_the_great_schism_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 0
		empire = 120
		hegemony = 120
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		faith.religion = faith:roman_catholic.religion #Christian Only
		NOT = {  #Can only do it once.
			is_target_in_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:flag_mended_great_schism
			}
		}
		highest_held_title_tier > 4 #Only Emperors
	}

	is_valid = {
		piety_level >= max_piety_level
		completely_controls = title:c_byzantion
		completely_controls = title:c_antiocheia
		completely_controls = title:c_jerusalem
		completely_controls = title:c_alexandria
		completely_controls = title:c_roma
		custom_description = {
			text = "mend_schism_byzantion_bishop"
			title:c_byzantion.holder.faith = root.faith  #Either own County directly, or have a vassal of same religion.
		}
		custom_description = {
			text = "mend_schism_antiocheia_bishop"
			title:c_antiocheia.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
		}
		custom_description = {
			text = "mend_schism_jerusalem_bishop"
			title:c_jerusalem.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
		}
		custom_description = {
			text = "mend_schism_alexandria_bishop"
			title:c_alexandria.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
		}
		custom_description = {
			text = "mend_schism_roma_bishop"
			title:c_roma.holder.faith = root.faith #Either own County directly, or have a vassal of same religion.
		}
		custom_description = {
			text = "mend_schism_no_rite"
			root.faith = { NOT = { has_doctrine_parameter = maintains_head_of_faith_on_creation } }
		}
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		gain_holy_legend_seed_tooltip_effect = yes
		custom_tooltip = mend_the_great_schism_decision_effect_tooltip
		show_as_tooltip = {
			mend_great_schism_scripted_effect = yes
		}
		trigger_event = roman_restoration.0100
		hidden_effect = {
			add_to_global_variable_list = {
				name = unavailable_unique_decisions
				target = flag:flag_mended_great_schism
			}
		}
	}
	
	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}

### Reclaim Constantinople ###
set_capital_constantinople_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	desc = set_capital_constantinople_decision_desc
	selection_tooltip = set_capital_constantinople_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 0
		empire = 12
		hegemony = 0
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		has_title = title:e_byzantium
		NOT = { capital_county = { this = title:c_byzantion } }
		OR = {
			title:c_byzantion.holder = { 	
				any_liege_or_above = { this = root }
			}
			title:c_byzantion.holder = { this = root }
		}
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		if = { #Usurp if not held personally.
			limit = {
				NOT = { title:c_byzantion.holder = { this = root } }
			}
			title:c_byzantion.holder = { save_scope_as = target_for_denunciation }
			create_title_and_vassal_change = {
				type = returned
				save_scope_as = change
				add_claim_on_loss = no
			}
			title:c_byzantion = {
				change_title_holder = {
					holder = root
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change

		}
		set_realm_capital = title:c_byzantion
		if = {
			limit = {
				exists = scope:target_for_denunciation
			}
			scope:target_for_denunciation = {
				trigger_event = {
					id = roman_restoration.1204
				}
			}
		}
	}
	ai_potential = {
		primary_title.tier = tier_empire
		has_title = title:e_byzantium
	}

	ai_will_do = { #Do it always, for coherence.
		base = 100
		modifier = {
			title:c_byzantion.holder = {
				is_ai = no
				any_realm_county = {
					count < 2
					holder = title:c_byzantion.holder
				}
			}
			factor = 0
		}
	}
}

### Reclaim Rome ###
set_capital_rome_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	}
	desc = set_capital_rome_decision_desc
	selection_tooltip = set_capital_rome_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 0
		empire = 0
		hegemony = 12
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		has_title = title:h_roman_empire
		NOT = { capital_county = { this = title:c_roma } }
		OR = {
			title:c_roma.holder = { 	
				any_liege_or_above = { this = root }
			}
			title:c_roma.holder = { this = root }
		}
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		if = { #Usurp if not held personally.
			limit = {
				NOT = { title:c_roma.holder = { this = root } }
			}
			create_title_and_vassal_change = {
				type = returned
				save_scope_as = change
				add_claim_on_loss = no
			}
			title:c_roma = {
				change_title_holder = {
					holder = root
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change

		}
		set_realm_capital = title:c_roma
	}
	
	ai_potential = {
		has_title = title:h_roman_empire
	}

	ai_will_do = { #Do it always, for coherence.
		base = 100
	}
}

### Establish Iconoclast Patriarchate ###
establish_iconoclast_patriarchate_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = establish_iconoclast_patriarchate_decision_desc
	selection_tooltip = establish_iconoclast_patriarchate_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		faith = faith:iconoclast
		NOT = { faith = { exists = religious_head } }
		highest_held_title_tier > 3 #Only Kings and Emperors
	}

	is_valid = {
		completely_controls = title:c_byzantion
		piety_level >= medium_piety_level
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		custom_tooltip = establish_iconoclast_patriarchate_decision_effect_tooltip
		trigger_event = {
			id = roman_restoration.0120
		}
	}
	
	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
		ai_value_modifier = {
			ai_zeal = 5.0
		}
		modifier = {
			factor = 0
			has_trait = cynical
		}
	}
}

### Restore Ecumenical Patriarchate ###
restore_ecumenical_patriarchate_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = restore_ecumenical_patriarchate_decision_desc
	selection_tooltip = restore_ecumenical_patriarchate_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		faith = faith:orthodox
		NOT = { faith = { exists = religious_head } }
		highest_held_title_tier > 3 #Only Kings and Emperors
	}

	is_valid = {
		completely_controls = title:c_byzantion
		piety_level >= medium_piety_level
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		custom_tooltip = restore_ecumenical_patriarchate_decision_effect_tooltip
		trigger_event = {
			id = roman_restoration.0122
		}
	}
	
	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
		ai_value_modifier = {
			ai_zeal = 5.0
		}
		modifier = {
			factor = 0
			has_trait = cynical
		}
	}
}

### Restore the Papacy ###
restore_papacy_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = restore_papacy_decision_desc
	selection_tooltip = restore_papacy_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 12
		empire = 12
		hegemony = 12
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		religion = religion:catholic_religion
		NOT = { faith = { exists = religious_head } }
		highest_held_title_tier > 3 #Only Kings and Emperors
	}

	is_valid = {
		completely_controls = title:c_roma
		completely_controls = title:d_latium
		completely_controls = title:d_spoleto
		completely_controls = title:d_ancona
		completely_controls = title:d_romagna
		piety_level >= high_piety_level
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		custom_tooltip = restore_papacy_decision_effect_tooltip
		show_as_tooltip = {
			restore_papacy_scripted_effect = yes
		}
		trigger_event = {
			id = roman_restoration.0124
		}
	}
	
	ai_potential = {
		religion = religion:catholic_religion
		highest_held_title_tier > 3 #Only Kings and Emperors
		NOT = { faith = { exists = religious_head } }
	}

	ai_will_do = { #Always do it when possible.
		base = 100
		ai_value_modifier = {
			ai_zeal = 1.0
		}
		modifier = {
			factor = 0
			has_trait = cynical
		}
	}
}

### Restore Pope in Rome ###
restore_pope_in_rome_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = restore_pope_in_rome_decision_desc
	selection_tooltip = restore_pope_in_rome_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 12
		empire = 12
		hegemony = 12
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		religion = religion:catholic_religion
		NOR = {
			has_title = title:k_papal_state
			is_roman_emperor_excluding_byzantium_trigger = yes
		}
		NOT = { title:c_roma.holder = { has_title = title:k_papal_state } }
		NOT = { capital_county = { this = title:c_roma } }
		title:k_papal_state.holder ?= {
			NOT = { 	
				has_opinion_modifier = { #Not accepting it if you conquered it yourself.
					target = root
					modifier = declared_war
				}
			}
			NOT = { 	
				has_opinion_modifier = { #Not accepting it if you conquered it yourself.
					target = root
					modifier = revoked_title
				}
			}
		}
		NOT = { has_character_flag = flag_already_given_rome_once }
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
		highest_held_title_tier > 3 #Only Kings and Emperors
		custom_tooltip = {
			text = hof_exists_tt
			faith = { exists = religious_head }
		}
		custom_tooltip = {
			text = rome_held_by_you_or_vassal_tt
			OR = {
				title:c_roma.holder = { 	
					any_liege_or_above = { this = root }
				}
				title:c_roma.holder = { this = root }
			}
		}
	}

	effect = {
		add_piety = 1000
		add_character_flag = flag_already_given_rome_once
		create_title_and_vassal_change = {
			type = returned
			save_scope_as = change
			add_claim_on_loss = no
		}
		title:c_roma = {
			change_title_holder = {
				holder = title:k_papal_state.holder
				change = scope:change
			}
		}
		resolve_title_and_vassal_change = scope:change

		title:k_papal_state.holder = {
			set_realm_capital = title:c_roma
			add_opinion = {
				target = prev
				modifier = restored_papacy_opinion
			}
		}
	}
	
	ai_potential = {
		religion = religion:catholic_religion
		highest_held_title_tier > 3 #Only Kings and Emperors
	}

	ai_will_do = { #Do it always, for coherence.
		base = 100
		modifier = {
			factor = 0
			title:c_roma.holder = {
				OR = {
					is_ai = no
					any_liege_or_above = { is_ai = no }  # AI will never take Rome province away from a player.
				}
			}
		}
		modifier = {
			factor = 0
			has_trait = cynical
		}
		modifier = {
			factor = 0
			has_title = title:e_italy
		}
	}
}

### Dismantle the Papacy ###
dismantle_papacy_decision = { #For Muslims and Pagans.
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_major_religion.dds"
	}
	desc = dismantle_papacy_decision_desc
	selection_tooltip = dismantle_papacy_decision_tooltip
	decision_group_type = major

	ai_check_interval_by_tier = {
		barony = 0
		county = 0
		duchy = 0
		kingdom = 60
		empire = 60
		hegemony = 60
	}

	is_shown = {
		is_ruler = yes
		is_playable_character = yes
		faith:roman_catholic = {
			has_doctrine = doctrine_spiritual_head
		}
		faith:roman_catholic = {
			faith_hostility_level = {
				target = root.faith
				value >= faith_hostile_level
			}
		}
		highest_held_title_tier > 3 #Only Kings and Emperors
		capital_province = { #Indians could not possibly care...
			OR = {
				geographical_region = world_europe
				geographical_region = world_middle_east
				geographical_region = world_africa_north
			}
		}
	}

	is_valid = {
		trigger_if = {
			limit = {
				exists = title:k_papal_state.holder
			}
			title:k_papal_state.holder = { is_landed = no } #If he fled elsewhere, it cannot be done, the Pope must be landless.
			title:k_papal_state.holder = { is_at_war = no } #Shouldn't be possible during a Crusade
		}
		completely_controls_region = world_europe_south_italy
	}

	is_valid_showing_failures_only = {
		is_landed = yes
		is_capable_adult = yes
		is_imprisoned = no
		top_liege = this
	}

	effect = {
		custom_tooltip = dismantle_papacy_decision_effect_tooltip
		gain_holy_legend_seed_tooltip_effect = yes
		hidden_effect = {
			legend_seed_great_deed_faith_effect = {
				ANTAGONIST = title:k_papal_state.holder
				OLD_FAITH = title:k_papal_state.holder.faith
			}
		}
		show_as_tooltip = {
			destroy_papacy_scripted_effect = yes
		}
		trigger_event = {
			id = roman_restoration.0130
		}
	}
	
	ai_potential = {
		always = yes
	}

	ai_will_do = { #Do it always.
		base = 100
	}
}
#
##Uniting Italy
#### Unify Italy ###
#unify_italian_empire_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
#	}
#	desc = unify_italian_empire_decision_desc
#	selection_tooltip = unify_italian_empire_decision_tooltip
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	is_shown = {
#		culture = { has_cultural_pillar = heritage_latin }
#		is_ruler = yes
#		is_playable_character = yes
#		highest_held_title_tier > 2 #Dukes and above
#		capital_province = { geographical_region = world_europe_south_italy }
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_unified_italian_empire
#			}
#		}
#		NOT = {  #Too late.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_restored_roman_empire
#			}
#		}
#		NOT = {  #Too late.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_reformed_carolingian_empire
#			}
#		}
#	}
#
#	is_valid = {
#		prestige_level >= very_high_prestige_level
#		has_title = title:e_italy
#		#All the Peninsula
#		completely_controls_region = world_europe_south_italy
#		#And Illyria
#		completely_controls_region = custom_roman_illyricum
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		is_at_war = no
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		custom_tooltip = unify_italian_empire_decision_effect_tooltip
#		trigger_event = {
#			id = roman_restoration.0140
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_unified_italian_empire
#			}
#			set_global_variable = {
#				name = flag_unified_italian_empire
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##Roman Empires showdown decision.
#### Dismantle German Pretenders ###
#dismantle_holy_pretender_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
#	}
#	desc = dismantle_holy_pretender_decision_desc
#	selection_tooltip = dismantle_holy_pretender_decision_tooltip
#	decision_group_type = roman
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 0
#		empire = 120
#		hegemony = 120
#	}
#
#	is_shown = {
#		exists = title:e_hre.holder #Must exist in the first place...
#		NOT = {
#			root = title:e_hre.holder #That'd be awkward...
#		}
#		OR = {
#			culture = { has_cultural_pillar = heritage_byzantine }
#			culture = { has_cultural_pillar = heritage_latin }
#		}
#		is_ruler = yes
#		is_playable_character = yes
#		is_roman_emperor_trigger = yes
#		NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire.
#			has_character_flag = flag_emperor_challenging_hre #Applied below.
#			has_character_flag = flag_emperor_challenged_hre #Applied in war.
#		}
#	}
#
#	is_valid = {
#		prestige_level >= max_prestige_level
#		#All the Italian Peninsula
#		completely_controls_region = world_europe_south_italy
#		#And Lotharingia (the Rhine).
#		completely_controls = title:d_luxembourg
#		completely_controls = title:d_brabant
#		completely_controls = title:d_cologne
#		completely_controls = title:d_upper_lorraine
#		completely_controls = title:d_lower_lorraine
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		is_at_war = no
#	}
#
#	cost = {
#		prestige = 2000
#	}
#
#	effect = {
#		custom_tooltip = dismantle_holy_pretender_decision_effect_tooltip
#		trigger_event = {
#			id = roman_restoration.0160
#		}
#	}
#	
#	ai_potential = {
#		has_trait = ambitious
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
#### Dismantle Greek Pretenders ###
#dismantle_byz_pretender_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
#	}
#	desc = dismantle_byz_pretender_decision_desc
#	selection_tooltip = dismantle_byz_pretender_decision_tooltip
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 0
#		empire = 120
#		hegemony = 120
#	}
#
#	is_shown = {
#		exists = title:e_byzantium.holder #Must exist in the first place...
#		NOT = {
#			root = title:e_byzantium.holder #That'd be awkward...
#		}
#		OR = {
#			culture = { has_cultural_pillar = heritage_frankish }
#			culture = { has_cultural_pillar = heritage_central_germanic }
#			culture = { has_cultural_pillar = heritage_latin }
#		}
#		is_ruler = yes
#		is_playable_character = yes
#		OR = {
#			is_roman_emperor_trigger = yes
#			has_title = title:e_hre
#		}
#		NOR = { #Once an Emperor throws the challenge, he has only one chance to dismantle the Empire.
#			has_character_flag = flag_emperor_challenging_byz #Applied below.
#			has_character_flag = flag_emperor_challenged_byz #Applied in war.
#		}
#	}
#
#	is_valid = {
#		prestige_level >= max_prestige_level
#		#All the Italian Peninsula
#		completely_controls_region = world_europe_south_italy
#		#And Epirus/Hellas (Greek foothold).
#		completely_controls = title:d_dyrrachion
#		completely_controls = title:d_cephalonia
#		completely_controls = title:d_epirus
#		completely_controls = title:d_athens
#		completely_controls = title:d_achaia
#	}
#	
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		is_at_war = no
#	}
#
#	cost = {
#		prestige = 2000
#	}
#
#	effect = {
#		custom_tooltip = dismantle_byz_pretender_decision_effect_tooltip
#		trigger_event = {
#			id = roman_restoration.0170
#		}
#	}
#	
#	ai_potential = {
#		has_trait = ambitious
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##############################################
## Rebuke Roman Claim to Sicily				#
## by Ewan Cowhig Croft						#
##############################################
#
#rebuke_roman_revanchism_sicily = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_legitimacy.dds"
#	}
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	desc = rebuke_roman_revanchism_sicily_desc
#	selection_tooltip = rebuke_roman_revanchism_sicily_tooltip
#
#	is_shown = {
#		# Standard filter checks.
#		is_playable_character = yes
#		# Sicily is still under the ERE.
#		title:e_byzantium = { is_de_jure_liege_or_above_target = title:k_sicily }
#		# Has land in Sicily.
#		any_held_title = {
#			title_tier = county
#			title_province = { geographical_region = custom_sicily }
#		}
#		# Outside the ERE.
#		NOR = {
#			has_title = title:e_byzantium
#			any_liege_or_above = { has_title = title:e_byzantium }
#		}
#		# Aaaaaaand it's already happened in 1178.
#		NOT = { game_start_date >= 1178.10.1 }
#		# Not repeatable.
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_rebuked_roman_claim_to_sicily
#			}
#		}
#	}
#
#	is_valid = {
#		# Must be independent.
#		top_liege = this
#		# Should have a decent prestige level.
#		prestige_level >= high_prestige_level
#		OR = {
#			# You've got most things and no ERE.
#			AND = {
#				custom_tooltip = {
#					text = rebuke_roman_revanchism_sicily.tt.requirements.lower_tally
#					any_county_in_region = {
#						region = custom_sicily
#						count >= rebuke_roman_revanchism_sicily_requirements_some_ere_county_value
#						rebuke_roman_revanchism_counties_controlled_trigger = yes
#					}
#				}
#				custom_tooltip = {
#					text = rebuke_roman_revanchism_sicily.tt.requirements.ere_booted
#					NOT = {
#						any_county_in_region = {
#							region = custom_sicily
#							rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
#						}
#					}
#				}
#			}
#			# You've got even more things but there's still some ERE.
#			custom_tooltip = {
#				text = rebuke_roman_revanchism_sicily.tt.requirements.higher_tally
#				any_county_in_region = {
#					region = custom_sicily
#					count >= rebuke_roman_revanchism_sicily_requirements_no_ere_county_value
#					rebuke_roman_revanchism_counties_controlled_trigger = yes
#				}
#			}
#		}
#		title:k_sicily = {
#			OR = {
#				custom_tooltip = {
#					text = rebuke_roman_revanchism_sicily.tt.sicily_has_no_holder
#					is_title_created = no
#				}
#				holder = root
#			}
#		}
#		custom_tooltip = {
#			text = rebuke_roman_revanchism_sicily.tt.requirements.ere_cant_be_revanchising
#			OR = {
#				NOT = {
#					is_target_in_global_variable_list = {
#						name = unavailable_unique_decisions
#						target = flag:retake_eastern_provinces_decision
#					}
#				}
#				NOT = { exists = title:e_byzantium.holder }
#			}
#		}
#		custom_tooltip = {
#			text = rebuke_roman_revanchism_sicily.tt.requirements.ere_not_in_italy
#			NOT = {
#				any_county_in_region = {
#					region = world_europe_south_italy
#					count >= rebuke_roman_revanchism_sicily_requirements_no_ere_in_italy_county_value
#					rebuke_roman_revanchism_counties_controlled_by_ere_trigger = yes
#				}
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = { is_available_at_peace_adult = yes }
#
#	effect = {
#		save_scope_as = taker
#		show_as_tooltip = {
#			random_list = {
#				100 = {
#					show_chance = no
#					desc = rebuke_roman_revanchism_sicily.tt.effects.option.1
#					title:k_sicily = { set_de_jure_liege_title = title:e_italy }
#				}
#				100 = {
#					show_chance = no
#					desc = rebuke_roman_revanchism_sicily.tt.effects.option.2
#					title:k_sicily = { set_de_jure_liege_title = title:e_maghreb }
#				}
#				100 = {
#					show_chance = no
#					desc = rebuke_roman_revanchism_sicily.tt.effects.option.3
#					trigger = { rebuke_roman_revanchism_sicily_controls_unlisted_empire_trigger = yes }
#					title:k_sicily = { set_de_jure_liege_title = root.primary_title }
#				}
#			}
#			add_prestige_experience = rebuke_roman_revanchism_sicily_fame_reward_value
#		}
#		trigger_event = roman_restoration.1211
#		# Notifying other players is done in scope:taker's event, as scope:taker may change the circumstances of the decision with their option choice.
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_rebuked_roman_claim_to_sicily
#			}
#		}
#	}
#
#	cost = { prestige = 1000 }
#
#	ai_potential = { always = yes }
#
#	# We always want them to do this if they can.
#	ai_will_do = { base = 1000 }
#}
#