﻿#AGOT Disabled
# 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
# 	}
# }

#AGOT Disabled
# 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
		}
	}
}

#AGOT Disabled
# 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 }
# }

#AGOT Disabled
# 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	
# }


#AGOT Disabled
# 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	
# }
	


#AGOT Disabled
# 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 }
# 		}
# 	}
# }

#AGOT Disabled
# 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 }
# 				}
# 			}
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 			}
# 		}
# 	}	
# }

#AGOT Disabled
# 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 }
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
}

#AGOT Disabled
# 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 }
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 				}
# 			}
# 		}
# 	}
# }

#AGOT Disabled
# 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.
	#AGOT Disabled
	# 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 = {
						#AGOT Modified
						# terrain = floodplains
						# terrain = oasis
						# terrain = farmlands
						# terrain = terraced_hills
						agot_is_floodplains_terrain = yes
						agot_is_oasis_terrain = yes
						agot_is_farmlands_terrain = yes
						agot_is_terraced_hills_terrain = yes
						agot_is_urban_terrain = yes
					}
					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 = {
						#AGOT Modified
						# terrain = floodplains
						# terrain = oasis
						# terrain = farmlands
						# terrain = terraced_hills
						agot_is_floodplains_terrain = yes
						agot_is_oasis_terrain = yes
						agot_is_farmlands_terrain = yes
						agot_is_terraced_hills_terrain = yes
						agot_is_urban_terrain = yes
					}
					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 = {
							#AGOT Modified
							# terrain = floodplains
							# terrain = oasis
							# terrain = farmlands
							# terrain = terraced_hills
							agot_is_floodplains_terrain = yes
							agot_is_oasis_terrain = yes
							agot_is_farmlands_terrain = yes
							agot_is_terraced_hills_terrain = yes
							agot_is_urban_terrain = yes
						}
					}
					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 = {
						#AGOT Modified
						# terrain = floodplains
						# terrain = oasis
						# terrain = farmlands
						# terrain = terraced_hills
						agot_is_floodplains_terrain = yes
						agot_is_oasis_terrain = yes
						agot_is_farmlands_terrain = yes
						agot_is_terraced_hills_terrain = yes
						agot_is_urban_terrain = yes
					}
					is_coastal = yes
					has_special_building_slot = no
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					OR = {
						#AGOT Modified
						# terrain = floodplains
						# terrain = oasis
						# terrain = farmlands
						# terrain = terraced_hills
						agot_is_floodplains_terrain = yes
						agot_is_oasis_terrain = yes
						agot_is_farmlands_terrain = yes
						agot_is_terraced_hills_terrain = yes
						agot_is_urban_terrain = yes
					}
					has_special_building_slot = no
					barony_cannot_construct_holding = no
				}
				alternative_limit = {
					has_holding = no
					OR = {
						#AGOT Modified
						# terrain = floodplains
						# terrain = oasis
						# terrain = farmlands
						# terrain = terraced_hills
						agot_is_floodplains_terrain = yes
						agot_is_oasis_terrain = yes
						agot_is_farmlands_terrain = yes
						agot_is_terraced_hills_terrain = yes
						agot_is_urban_terrain = yes
					}
					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 = {
							#AGOT Modified
							# terrain = floodplains	
							# terrain = oasis
							# terrain = farmlands
							# terrain = terraced_hills
							agot_is_floodplains_terrain = yes
							agot_is_oasis_terrain = yes
							agot_is_farmlands_terrain = yes
							agot_is_terraced_hills_terrain = yes
							agot_is_urban_terrain = yes
						}
					}
					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
					}
				}
			}

			#AGOT Added
			if = {
				limit = {
					has_building = generic_dragon_pit_01
				}
				remove_building = generic_dragon_pit_01
			}
		}
	}
	
	##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 }
					#AGOT Modified
					# religion = religion:islam_religion
					culture = { agot_is_wildling_culture = yes }
				}
			}
		}
		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 }
					#AGOT Modified
					# NOT = { religion = religion:islam_religion }
					culture = { agot_is_wildling_culture = no }
				}
			}
		}
		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
			#AGOT Modified
			# faith = { religion_tag = islam_religion }
			culture = { agot_is_wildling_culture = yes }
		}
		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 }
				culture = { agot_is_wildling_culture = yes }
			}
			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

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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

#AGOT Disabled
# 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

#AGOT Disabled
# 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
# 			}
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 	}
# }

#AGOT Disabled
# 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
# 		}
# 	}
# }

#AGOT Disabled
# 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
# 			}
# 		}
# 	}
# }

#AGOT Disabled
# 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 }

			#AGOT Added
			# Badger's Quartered COA
			if = { #Mom
				limit = {
					mother ?= {
						NOT = { dynasty = root.dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.mother.house }
				primary_title = { set_coa = root.mother.house }
			}
			else_if = { #Dad
				limit = {
					father ?= {
						NOT = { dynasty = dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.father.house }
				primary_title = { set_coa = root.father.house }
			}
			else_if = { #Father's Father
				limit = {
					exists = father
					father.father ?= {
						NOT = { dynasty = root.dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.father.father.house }
				primary_title = { set_coa = root.father.father.house }
			}
			else_if = { #Father's Mother
				limit = {
					exists = father
					father.mother ?= {
						NOT = { dynasty = root.dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.father.mother.house }
				primary_title = { set_coa = root.father.mother.house }
			}
			else_if = { #Mother's Father
				limit = {
					exists = mother
					mother.father ?= {
						NOT = { dynasty = root.dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.mother.father.house }
				primary_title = { set_coa = root.mother.father.house }
			}
			else_if = { #Mother's Mother
				limit = {
					exists = mother
					mother.mother ?= {
						NOT = { dynasty = root.dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.mother.mother.house }
				primary_title = { set_coa = root.mother.mother.house }
			}
			else_if = { #Spouse
				limit = {
					primary_spouse ?= {
						NOT = { dynasty = root.dynasty }
						is_lowborn = no
					}
				}
				capital_county = { set_coa = root.primary_spouse.house }
				primary_title = { set_coa = root.primary_spouse.house }
			}

			#Cultural variation for Cadet Branch Naming:

			#AGOT Disabled
			# 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 }
			#AGOT Disabled
			# }
		}

		#AGOT Added
		house = {
			hidden_effect = {
				set_house_name_from_house = scope:former_house_head.house
			}
			if = {
				limit = {
					scope:former_house = { has_house_modifier = dragonrider_house_modifier }
				}
				add_house_modifier = dragonrider_house_modifier
			}
			if = {
				limit = {
					scope:former_house = { has_house_modifier = disavowed_incest_house_modifier }
				}
				add_house_modifier = disavowed_incest_house_modifier
			}
		}

		hidden_effect = {
			if = {
				limit = { has_variable = bought_the_ship }
				scope:former_house = {
					if = {
						limit = { has_house_modifier = owns_small_ship }
						remove_house_modifier = owns_small_ship
						prev.house = { add_house_modifier = owns_small_ship }
					}
					else_if = {
						limit = { has_house_modifier = owns_small_ship_diving }
						remove_house_modifier = owns_small_ship_diving
						prev.house = { add_house_modifier = owns_small_ship_diving }
					}
					if = {
						limit = { has_house_modifier = owns_big_ship }
						remove_house_modifier = owns_big_ship
						prev.house = { add_house_modifier = owns_big_ship }
					}
					else_if = {
						limit = { has_house_modifier = owns_big_ship_diving }
						remove_house_modifier = owns_big_ship_diving
						prev.house = { add_house_modifier = owns_big_ship_diving }
					}
				}
			}
		}

		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
		}
	}

	#AGOT Added, reset COA
	capital_county = { set_coa = root.house }
	primary_title = { set_coa = root.house }
	#AGOT HF Added
	agot_hf_cadet_generation_simple_effect = yes
}

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
		}
	}

}
#AGOT Disabled
# 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
#################################################

#AGOT Disabled
# 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_red_levedia = { set_de_jure_liege_title = title:k_cossack }
# 		title:d_levedia = { set_de_jure_liege_title = title:k_cossack }
# 		title:d_don_valley = { set_de_jure_liege_title = title:k_cossack }
# 		title:d_itil = { 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 }
# 	}
# }
