﻿##Creating Switzerland "Kingdom"
#### Form the Swiss Confederation ###
#form_switzerland_kingdom_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
#	}
#	desc = form_switzerland_kingdom_decision_desc
#	selection_tooltip = form_switzerland_kingdom_decision_tooltip
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	is_shown = {
#		top_liege != this
#		NOT = { exists = title:k_switzerland.holder }
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_switzerland_kingdom
#			}
#		}
#		#No kings or emperors.
#		highest_held_title_tier <= tier_duchy
#		#Must be within an empire.
#		top_liege.primary_title.tier >= tier_empire
#		OR = {
#			culture = { has_cultural_pillar = heritage_central_germanic }
#			culture = { has_cultural_pillar = heritage_frankish }
#			culture = { has_cultural_pillar = heritage_latin }
#		}
#		any_sub_realm_county = {
#			OR = {
#				title_province = { geographical_region = custom_core_switzerland }
#				this = title:c_geneva
#				this = title:c_aosta
#			}
#		}
#	}
#
#	is_valid = {
#		#Must have imperial immediacy.
#		liege = top_liege
#		prestige_level >= high_prestige_level
#		#And the core of the Old Confederacy.
#		completely_controls_region = custom_core_switzerland
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege != this
#		is_at_war = no
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 250
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 250
#			}
#		}
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		show_as_tooltip = {
#			form_switzerland_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0001
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_switzerland_kingdom
#			}
#			set_global_variable = {
#				name = flag_formed_switzerland_kingdom
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##Creating Austrian Archduchy
#### Form Archduchy of Austria ###
#form_austria_kingdom_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
#	}
#	desc = form_austria_kingdom_decision_desc
#	selection_tooltip = form_austria_kingdom_decision_tooltip
#	decision_group_type = major
#	ai_goal = yes
#
#	is_shown = {
#		NOT = { exists = title:k_austria.holder }
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_austria_kingdom
#			}
#		}
#		#No kings or emperors...
#		highest_held_title_tier <= tier_duchy
#		top_liege != this
#		#Must be within the HRE, else the bid & flavour make no sense.
#		top_liege ?= { has_title = title:e_hre }
#		#Must hold land within the relevant areas directly.
#		any_held_title = {
#			title_tier = county
#			OR = {
#				title_province = { geographical_region = custom_core_austria }
#				title_province = { geographical_region = custom_stretch_austria }
#			}
#		}
#	}
#
#	is_valid = {
#		#Must enjoy imperial immediacy.
#		liege = title:e_hre.holder
#		#Must be suitably prestigious.
#		prestige_level >= high_prestige_level
#		#Must control core Austria
#		completely_controls_region = custom_core_austria
#		#Must not be of the ruling dynasty
#		custom_description = {
#			text = "form_austria_hre_dynasty_trigger"
#			NOT = { dynasty = title:e_hre.holder.dynasty }
#		}
#		#Must have a hook on the emperor
#		has_strong_usable_hook = title:e_hre.holder
#		#Must not be too early
#		OR = { 
#			has_realm_law = crown_authority_2
#			has_realm_law = crown_authority_3
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		is_at_war = no
#		faith = top_liege.faith	#Must share the faith of your emperor.
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 1000
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 1000
#			}
#		}
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		show_as_tooltip = {
#			form_austria_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0003
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_austria_kingdom
#			}
#			set_global_variable = {
#				name = flag_formed_austria_kingdom
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		prestige_level >= high_prestige_level
#	}
#
#	ai_will_do = {
#		base = 0
#
#		#Only worth considering if you actually have your capital in Austria.		
#		modifier = {
#			add = 20
#			capital_county.title_province = { geographical_region = custom_core_austria }
#		}
#
#		#More brazen characters are more likely to have a bash.
#		ai_value_modifier = {
#			ai_boldness = 0.75
#			ai_greed = 0.25
#		}
#	}
#}
#
##Reform Carolingian Empire
#### Restore Carolingian Borders ###
#reform_carolingian_empire_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
#	}
#	desc = reform_carolingian_empire_decision_desc
#	selection_tooltip = reform_carolingian_empire_decision_tooltip
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 120
#		empire = 120
#		hegemony = 0
#	}
#
#	is_shown = {
#		faith.religion = faith:catholic.religion #Christian
#		is_ruler = yes
#		is_playable_character = yes
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_reformed_carolingian_empire
#			}
#		}
#		top_liege = this
#		culture = { has_cultural_pillar = heritage_frankish }
#		capital_province = { geographical_region = world_europe_west }
#		NOT = { has_title = title:e_hre } #HRE title holders can't Restore Carolingian Borders as the decision requires the HRE to serve as an "antagonist"
#	}
#
#	is_valid = {
#		prestige_level >= high_prestige_level
#		has_title = title:e_france
#		#All of starting e_france
#		completely_controls_region = custom_carolingian_francia
#		#Frisia
#		completely_controls_region = custom_frisia
#		#Lotharingia
#		completely_controls_region = custom_lotharingia
#		#Bavaria
#		completely_controls_region = custom_bavaria
#		#Germany
#		completely_controls_region = custom_carolingian_germany
#		#Aragon (except Mallorca) & Navarra
#		completely_controls_region = custom_carolingian_iberia
#		#Northern Italy (except Venice, Sardinia, and Rome)
#		completely_controls_region = custom_northern_italy
#	}
#
#	is_valid_showing_failures_only = {
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		is_at_war = no
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		custom_tooltip = reform_carolingian_empire_decision_effect_tooltip
#		show_as_tooltip = {
#			form_carolingian_empire_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0005
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_reformed_carolingian_empire
#			}
#			set_global_variable = {
#				name = flag_reformed_carolingian_empire
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
##Uniting the Burgundies
#### Unify the Burgundies ###
#unify_burgundy_kingdom_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
#	}
#	desc = unify_burgundy_kingdom_decision_desc
#	selection_tooltip = unify_burgundy_kingdom_decision_tooltip
#	decision_group_type = major
#	ai_goal = yes
#
#	is_shown = {
#		culture = { has_cultural_pillar = heritage_frankish }
#		is_ruler = yes
#		is_playable_character = yes
#		NOT = {
#			exists = title:k_burgundy.holder
#		}
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_unified_burgundy_kingdom
#			}
#		}
#		highest_held_title_tier < 4 #No Kings or Emperors.
#		top_liege = {
#			OR = {
#				has_title = title:k_france
#				has_title = title:e_france
#				has_title = title:e_hre
#			}
#		}
#		capital_province = { geographical_region = custom_burgundy }
#	}
#	
#	is_valid = {
#		prestige_level >= high_prestige_level
#		completely_controls_region = custom_burgundy
#	}
#
#	is_valid_showing_failures_only = {
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege != this
#		is_at_war = no
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 1000
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 1000
#			}
#		}
#	}
#
#	effect = {
#		gain_heroic_legend_seed_tooltip_effect = yes
#		if = {
#			limit = {
#				NOT = { has_culture = culture:occitan }
#			}
#			set_culture = culture:occitan
#			add_character_flag = converted_culture_this_lifetime
#		}
#		custom_tooltip = unify_burgundy_kingdom_decision_effect_tooltip
#		show_as_tooltip = {
#			unite_burgundies_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0007
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_unified_burgundy_kingdom
#			}
#			set_global_variable = {
#				name = flag_unified_burgundy_kingdom
#				value = root
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 5
#		ai_value_modifier = {
#			ai_boldness = 1.0
#		}
#	}
#}
#
#### Empower Sicilian Parliament ###
#empower_sicilian_parliament_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
#	}
#	desc = empower_sicilian_parliament_decision_desc
#	selection_tooltip = empower_sicilian_parliament_decision_tooltip
#	decision_group_type = major
#	ai_goal = yes
#
#	is_shown = {
#		culture = { has_cultural_pillar = heritage_latin }
#		is_ruler = yes
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_empowered_sicilian_parliament
#			}
#		}
#		highest_held_title_tier >= 4 #Kings and Emperors only.
#		top_liege = this
#		capital_province = { geographical_region = custom_sicily }
#		NOT = { government_has_flag = government_is_tribal }
#	}
#	
#	is_valid = {
#		prestige_level >= 3
#		learning >= 10
#		NOT = { has_realm_law = crown_authority_0 }
#		OR = {
#			has_title = title:k_sicily
#			has_title = title:k_naples
#			has_title = title:k_trinacria
#		}
#		OR = {
#			AND = {
#				completely_controls = title:d_sicily # The Island
#				title:c_palermo = {
#					title_province = { has_special_building = no }
#				}
#			}
#			AND = {
#				completely_controls = title:d_capua # The Boot
#				title:c_napoli = {
#					title_province = { has_special_building = no }
#				}
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_landed = yes
#		is_capable_adult = yes
#		is_imprisoned = no
#		top_liege = this
#		is_at_war = no
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 1500
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 1500
#			}
#		}
#		prestige = 3000
#	}
#
#	effect = {
#		show_as_tooltip = {
#			if = { #Only for tooltip, player gets to choose in the event when owning both.
#				limit = { completely_controls = title:d_sicily }
#				title:c_palermo = {
#					sicilian_parliament_building_scripted_effect = yes
#				}
#			}
#			else_if = {
#				limit = { completely_controls = title:d_capua }
#				custom_tooltip = middle_europe_decisions.0010.tt_napoli_warning
#				title:c_napoli = {
#					sicilian_parliament_building_scripted_effect = yes
#				}
#			}
#			empower_sicilian_parliament_decision_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0010
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_empowered_sicilian_parliament
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 15
#		ai_value_modifier = {
#			ai_boldness = 1.0
#		}
#	}
#}
#
##Little Medieval French Renaissance.
#### Inspire Opus Francigenum ###
#promote_gothic_innovations_decision = { #12th century Renaissance
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_misc.dds"
#	}
#	desc = promote_gothic_innovations_decision_desc
#	selection_tooltip = promote_gothic_innovations_decision_tooltip
#	decision_group_type = major
#	ai_goal = yes
#
#	is_shown = {
#		OR = {
#			culture = { has_cultural_pillar = heritage_latin }
#			culture = { has_cultural_pillar = heritage_frankish }
#		}
#		NOT = { has_culture = culture:italian }
#		is_ruler = yes
#		is_landed = yes
#		root.culture = {
#			has_cultural_era_or_later = culture_era_early_medieval
#		}
#		NOT = {  #Can only do it once.
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_promoted_gothic_innovations
#			}
#		}
#		highest_held_title_tier >= 4 #Kings and Emperors only.
#		OR = {
#			has_title = title:k_france
#			has_title = title:e_france
#			has_title = title:k_burgundy
#		}
#		NOR = {
#			government_has_flag = government_is_theocracy
#			government_has_flag = government_is_clan
#			government_has_flag = government_is_tribal
#		}
#	}
#	
#	is_valid = {
#		prestige_level >= 4
#		learning >= 10
#		NOT = { has_realm_law = crown_authority_0 }
#		#Must control core provinces either in the North or the South:
#		OR = {
#			AND = {
#				completely_controls = title:d_valois
#				completely_controls = title:d_orleans
#			}
#			AND = {
#				completely_controls = title:d_provence
#				completely_controls = title:d_toulouse
#			}
#		}
#		#Must have basic innovations:
#		root.culture = {
#			has_innovation = innovation_royal_prerogative
#			has_innovation = innovation_knighthood
#			has_innovation = innovation_windmills
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_capable_adult = yes
#		is_imprisoned = no
#		is_at_war = no
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 500
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 500
#			}
#		}
#		prestige = 3000
#	}
#
#	effect = {
#		show_as_tooltip = {
#			promote_gothic_innovations_decision_scripted_effect = yes
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0012
#		}
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_promoted_gothic_innovations
#			}
#		}
#	}
#	
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 15
#		ai_value_modifier = {
#			ai_boldness = 1.0
#		}
#	}
#}
#
##############################
## Refound HRE 				#
## by Ewan Cowhig Croft		#
##############################
#### Restore the Holy Roman Empire ###
#restore_holy_roman_empire_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_dynasty_house.dds"
#	}
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 0
#		kingdom = 12
#		empire = 12
#		hegemony = 0
#	}
#
#	desc = restore_holy_roman_empire_decision_desc
#	selection_tooltip = restore_holy_roman_empire_decision_tooltip
#
#	is_shown = {
#		is_landed_or_landless_administrative = yes
#		exists = dynasty # Everyone should have a dynasty, but in case they don't...
#		NOT = { has_global_variable = flag_restored_roman_empire } # Not if Rome already exists (prevent Rome from restoring HRE)
#		NOR = {	#Title existence cnditions.
#			exists = title:e_hre.holder	#Well, that'd be redundant.
#			#highest_held_title_tier = tier_empire	#Existing emperors likewise should not be giving up their empire.
#		}
#		NOR = { #It doesn't make sense for these competing empires.
#			is_roman_emperor_trigger = yes
#			mpo_has_gok_mongol_empire_trigger = yes
#		}
#		AND = {	#Faith conditions.
#			this != faith.religious_head	#Nice try, Mr. Pope.
#			faith = {
#				religion_tag = christianity_religion
#				has_doctrine_parameter = spiritual_head_of_faith	#Gotta be invested with the authority by someone other than yourself.
#			}
#			NAND = {	#No need for a competing empire if your faith controls the ERE.
#				exists = title:e_byzantium.holder
#				faith = title:e_byzantium.holder.faith
#			}
#		}
#		OR = {	#Government conditions.
#			government_has_flag = government_is_feudal
#			government_has_flag = government_is_clan
#			government_allows = administrative
#		}
#		exists = faith.religious_head
#	}
#
#	is_valid = {
#		#Standard requirements.
#		top_liege = this
#		trigger_if = {
#			limit = {
#				is_ai = no
#			}
#			prestige_level >= high_prestige_level
#		}
#		#Title ownership conditions.
#		OR = { #Gotta be King of a core Carolingian Kingdom.
#			has_title = title:k_east_francia
#			has_title = title:k_bavaria
#			has_title = title:k_france
#			has_title = title:k_italy
#			has_title = title:k_lotharingia
#			any_vassal = {
#				OR = {
#					has_title = title:k_east_francia
#					has_title = title:k_bavaria
#					has_title = title:k_france
#					has_title = title:k_italy
#					has_title = title:k_lotharingia
#				}
#			}
#		}
#		trigger_if = {
#			limit = {
#				is_ai = no
#			}
#			custom_description = {	#And have some additional royal dignity for good measure.
#				text = decision_refound_hre_own_three_kingdoms.tt
#				any_held_title = {
#					title_tier = kingdom
#					count >= 3
#				}
#			}
#		}
#		sub_realm_size >= 120	#Plus your various kingdoms should be ruling something.
#		#HoF preference conditions.
#		trigger_if = {
#			limit = {
#				is_ai = no
#			}
#			OR = {
#				faith.religious_head = {	#And they have to actually like you enough to want to invest you.
#					opinion = {
#						target = root
#						value >= high_positive_opinion
#					}
#				}
#				root = { has_strong_usable_hook = faith.religious_head }	#Or you have a strong hook on them that you can actually use.
#				root = { has_weak_hook = faith.religious_head }	#Or a regular hook, to be fair, provided you meet the other criteria.
#			}
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_available_adult = yes
#		faith.religious_head = { is_available_adult = yes }
#		NOR = {
#			has_trait = excommunicated
#			is_at_war_with = faith.religious_head
#		}
#	}
#
#	effect = {
#		show_as_tooltip = {
#			restore_holy_roman_empire_decision_scripted_effect = yes
#		}
#		gain_heroic_legend_seed_tooltip_effect = yes
#		save_scope_as = founder
#		faith.religious_head = { save_scope_as = founder_hof }
#		if = {
#			limit = {
#				faith.religious_head = { is_playable_character = yes }
#			}
#			faith.religious_head.capital_province = { save_scope_as = ceremony_locale }
#		}
#		else = {
#			capital_province = { save_scope_as = ceremony_locale }
#		}
#		trigger_event = {
#			id = middle_europe_decisions.0015
#		}
#		#Notify other players.
#		every_player = {
#			limit = {
#				this != root
#				is_within_diplo_range = { CHARACTER = root }
#			}
#			trigger_event = middle_europe_decisions.0016
#		}
#		if = {
#			limit = {
#				is_ai = no
#				NOT = { exists = global_var:restore_holy_roman_empire_decision  }
#			}
#			set_global_variable = {
#				name = restore_holy_roman_empire_decision
#				value = root
#			}
#		}
#		# Assign Dynamic Prince-Electors
#		hidden_effect = {
#			if = {
#				limit = { has_global_variable_list = hre_elector_list }
#				clear_global_variable_list = hre_elector_list
#			}
#			while = {
#				count = 7
#				random_vassal = {
#					limit = {
#						capital_province.empire = title:e_hre # must be de-jure vassal of empire
#						OR = { # prince-bishopric or duchy
#							AND = {
#								government_has_flag = government_is_theocracy
#								primary_title.tier >= tier_county
#							}
#							primary_title.tier >= tier_duchy
#						}
#						NOT = { # not already selected
#							is_target_in_global_variable_list = {
#								name = hre_elector_list
#								target = primary_title
#							}
#						}
#					}
#					weight = {
#						modifier = { # major vassals heavily weighted
#							factor = 10
#							is_powerful_vassal = yes
#						}
#						modifier = { # same culture as emperor preferred
#							factor = 4
#							culture = root.culture
#						}
#						modifier = { # we don't mind going outside Germania, but prefer it
#							factor = 1.5
#							trigger = { exists = primary_title.title_province }
#							primary_title.title_province.barony = {
#								OR = {
#									target_is_de_jure_liege_or_above = title:k_bavaria
#									target_is_de_jure_liege_or_above = title:k_bohemia
#									target_is_de_jure_liege_or_above = title:k_east_francia
#									target_is_de_jure_liege_or_above = title:k_frisia
#									target_is_de_jure_liege_or_above = title:k_lotharingia
#									target_is_de_jure_liege_or_above = title:k_pomerania
#								}
#							}
#						}
#						modifier = { # we want at least 3 theocracies ideally
#							factor = 10
#							any_in_global_list = {
#								variable = hre_elector_list
#								count < 3
#								holder = { government_has_flag = government_is_theocracy }
#							}
#							government_has_flag = government_is_theocracy
#						}
#						modifier = { # 3 is enough theocracies unless we can't find feudal
#							factor = 0.1
#							any_in_global_list = {
#								variable = hre_elector_list
#								count >= 3
#								holder = { government_has_flag = government_is_theocracy }
#							}
#							government_has_flag = government_is_theocracy
#						}
#					}
#					add_to_global_variable_list = {
#						name = hre_elector_list
#						target = primary_title
#					}
#				}
#			}
#			hre_elector_list_save_effect = yes # saves list scopes to title as variables for tooltip
#		}
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#					is_ai = no
#				}
#				add = 500
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#					is_ai = no
#				}
#				add = 500
#			}
#		}
#		piety = 200
#	}
#
#	ai_potential = {
#		top_liege = this
#		highest_held_title_tier >= tier_kingdom
#	}
#
#	ai_will_do = {
#		base = 100
#
#		modifier = { # We don't want a solo-France to form the HRE
#			factor = 0
#			NOR = {
#				has_title = title:k_east_francia
#				has_title = title:k_bavaria
#				has_title = title:k_italy
#				has_title = title:k_lotharingia
#				any_vassal = {
#					OR = {
#						has_title = title:k_east_francia
#						has_title = title:k_bavaria
#						has_title = title:k_italy
#						has_title = title:k_lotharingia
#					}
#				}
#			}
#		}
#	}
#}
#
##############################
## Establish Norman Cultue 	#
## by Sean Hughes			#
##############################
#
#### Establish Norman Culture ###
#establish_norman_culture_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
#	}
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 120
#		empire = 120
#		hegemony = 120
#	}
#
#	desc = establish_norman_culture_decision_desc
#	selection_tooltip = establish_norman_culture_decision_tooltip
#
#	is_shown = {
#		culture = culture:norse
#		any_sub_realm_county = {
#			target_is_de_jure_liege_or_above = title:d_normandy
#			culture = culture:french
#		}
#		NOT = {	
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_normandy_decision
#			}
#		}
#	}
#
#	is_valid = {
#		culture = culture:norse
#		completely_controls = title:d_normandy
#	}
#
#	is_valid_showing_failures_only = {
#		is_at_war = no
#		is_imprisoned = no
#	}
#
#	effect = {
#		hidden_effect = {
#			# Generate a list of counties we want to flip to the new culture.
#			title:d_normandy = {
#				every_in_de_jure_hierarchy = {
#					limit = { tier = tier_county}
#					add_to_list = norman_counties
#				}
#			}
#			every_sub_realm_title = {
#				limit = {
#					tier = tier_county
#				}
#				if = {
#					limit = {
#						title_province = { geographical_region = custom_normandy_and_adjacent }
#						OR = {
#							culture = culture:french
#							culture = culture:norse
#						}
#					}
#					add_to_list = norman_counties
#				}
#			}
#
#			# Perform the culture flip.
#			every_in_list = {
#				list = norman_counties
#				merge_cultures_in_region_effect = {
#					OLD_CULTURE_1 = culture:norse
#					OLD_CULTURE_2 = culture:french
#					NEW_CULTURE = culture:norman
#					REGION = custom_normandy_and_adjacent
#				}
#			}
#
#			# Send all players in the game a notification event about the flip.
#			save_scope_as = norman_founder
#			culture:norse = {save_scope_as = old_culture_1}
#			culture:french = {save_scope_as = old_culture_2}
#			culture:norman = {
#				reset_culture_creation_date = yes
#				get_all_innovations_from = scope:old_culture_1
#				get_all_innovations_from = scope:old_culture_2
#				save_scope_as = new_culture
#			}
#			every_player = {
#				if = {
#					limit = {
#						this != root
#						OR = {
#							culture = culture:french
#							culture = culture:norse
#						}
#						capital_province ?= { geographical_region = custom_normandy_and_adjacent }
#					}
#					trigger_event = global_culture.3002
#				}
#				else_if = {
#					limit = { this = root }
#					trigger_event = global_culture.3003
#				}
#				else_if = {
#					limit = {
#						capital_province ?= { geographical_region = world_europe }
#					}
#					trigger_event = global_culture.3005
#				}
#			}
#		}
#
#		# Player changes culture
#		set_culture = culture:norman
#		add_character_flag = converted_culture_this_lifetime
#		hidden_effect = {
#			every_in_list = {
#				list = norman_counties
#				limit = {
#					holder.capital_county = { is_in_list = norman_counties }
#				}
#				holder = {
#					add_to_list = mass_melting_pot_list
#					every_courtier = { add_to_list = mass_melting_pot_list }
#					every_courtier_away = { add_to_list = mass_melting_pot_list }
#				}
#				every_in_list = {
#					list = mass_melting_pot_list
#					limit = {
#						OR = {
#							culture = culture:french
#							culture = culture:norse
#						}
#					}
#					set_culture = culture:norman
#				}
#			}
#		}
#
#		# Summary of above hidden effects to inform players of the decision's impact.
#		show_as_tooltip = {
#			custom_tooltip = establish_norman_culture_decision_effect.tt
#			culture:norman = {
#				get_all_innovations_from = scope:old_culture_1
#				get_all_innovations_from = scope:old_culture_2
#			}
#		}
#
#		# Rename the duchy to Normandy
#		title:d_normandy = {
#			save_scope_as = normandy_title
#			hidden_effect = {
#				set_title_name = d_normandy
#			}
#			custom_tooltip = establish_norman_culture_decision_effect.tt.2
#		}
#		add_to_global_variable_list = {
#			name = unavailable_unique_decisions
#			target = flag:flag_formed_normandy_decision
#		}
#	}
#
#	cost = {
#	}
#
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 0
#
#		modifier = {
#			add = 100
#			any_sub_realm_county = {
#				percent >= 0.5
#				culture = culture:french
#			}
#		}
#	}
#}
#
#######################################
## Establish the Electorate of Saxony #
## by James Beaumont			 		 #
#######################################
#
#### Establish the Electorate of Saxony ###
#establish_the_electorate_of_saxony_decision = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
#	}
#	decision_group_type = major
#
#	ai_check_interval = 0
#
#	desc = establish_the_electorate_of_saxony_decision_desc
#	selection_tooltip = establish_the_electorate_of_saxony_decision_tooltip
#
#	is_shown = {
#		# Temporarily disabled due to stability issues in the HRE.
#		always = no
#		# Can't form Saxony if Saxony already formed.
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_saxony
#			}
#		}
#		# Is in the HRE or is the Emperor
#		OR = {
#			liege = title:e_hre.holder
#			has_primary_title = title:e_hre
#		}
#	}
#
#	is_valid = {
#		OR = {
#			has_primary_title = title:e_hre
#			# Avoid some funky tooltips.
#			AND = {
#				highest_held_title_tier <= tier_kingdom
#				top_liege = { has_title = title:e_hre }
#			}
#		}
#		custom_tooltip = {
#			text = polabia_held_or_nonexistent.tt
#			OR = {
#				has_title = title:k_sorbia
#				NOT = { exists = title:k_sorbia.holder }
#			}
#		}
#		completely_controls = title:d_meissen
#		completely_controls = title:d_lausitz
#		completely_controls = title:d_anhalt
#		completely_controls = title:d_thuringia
#		# Most of the Kingdom of Polabia is at least somewhat pro-HRE
#		custom_tooltip = {
#			text = polabia_must_be_hre_culture_tt
#			any_county_in_region = {
#				region = custom_polabia
#				# At least half.
#				count >= 12
#				OR = {
#					culture = root.culture
#					culture = title:e_hre.holder.culture
#				}
#			}
#		}
#	}
#
#	effect = {
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_saxony
#			}
#			save_scope_as = founder
#			title:e_hre.holder = { save_scope_as = hre_emperor_scope }
#			trigger_event =  middle_europe_decisions.0017
#		}
#		show_as_tooltip = {
#			create_kingdom_of_saxony_effect = { CHARACTER = root }
#		}
#		if = {
#			limit = { has_title = title:e_hre }
#			custom_tooltip = middle_europe_decision.0017.tt
#		}
#	}
#
#	cost = {
#		gold = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = no
#				}
#				add = 200
#			}
#		}
#		treasury = {
#			value = 0
#			if = {
#				limit = {
#					has_treasury = yes
#				}
#				add = 200
#			}
#		}
#	}
#
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#
###############
## Carantania #
###############
#decision_restore_carantania = {
#	picture = {
#		reference = "gfx/interface/illustrations/decisions/decision_castle_view.dds"
#	}
#	decision_group_type = major
#
#	ai_check_interval_by_tier = {
#		barony = 0
#		county = 0
#		duchy = 120
#		kingdom = 0
#		empire = 0
#		hegemony = 0
#	}
#
#	is_shown = {
#		exists = title:k_carantania
#		has_culture = culture:carantanian
#		OR = {
#			has_title = title:d_krain
#			has_title = title:d_carinthia
#			has_title = title:d_steyermark
#		}
#		NOT = {
#			is_target_in_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_carantania
#			}
#		}
#		OR = {
#			title:d_krain = { is_titular = no }
#			title:d_carinthia = { is_titular = no }
#			title:d_steyermark = { is_titular = no }
#		}
#	}
#
#	is_valid = {
#		is_independent_ruler = yes
#		highest_held_title_tier < tier_kingdom
#		prestige_level >= 3
#		trigger_if = {
#			limit = {
#				title:d_krain = { is_titular = no }
#			}
#			completely_controls = title:d_krain
#		}
#		trigger_if = {
#			limit = {
#				title:d_carinthia = { is_titular = no }
#			}
#			completely_controls = title:d_carinthia
#		}
#		trigger_if = {
#			limit = {
#				title:d_steyermark = { is_titular = no }
#			}
#			completely_controls = title:d_steyermark
#		}
#	}
#
#	is_valid_showing_failures_only = {
#		is_available_adult = yes
#	}
#
#	effect = {
#		hidden_effect = {
#			add_to_global_variable_list = {
#				name = unavailable_unique_decisions
#				target = flag:flag_formed_carantania
#			}
#		}
#		show_as_tooltip = {
#			decision_restore_carantania_effect = yes
#		}
#		trigger_event = major_decisions.3400
#	}
#
#	cost = {
#		gold = {
#			value = 500
#			if = {
#				limit = {
#					is_ai = yes
#				}
#				multiply = 0
#			}
#		}
#	}
#
#	ai_potential = {
#		always = yes
#	}
#
#	ai_will_do = {
#		base = 100
#	}
#}
#