turn_theocratic_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major =yes
	desc = turn_theocratic_desc
	#cooldown = { years = 3 }


	is_shown = {
		NOT = {
            has_government = theocracy_government
            has_government = landless_adventurer_government
        }
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	is_valid = {
		always = yes
	}

	#cost = {
		#gold = 250
		#piety = 500
	#}

	effect = {
		change_government = theocracy_government
		every_vassal_or_below = {
				limit = {
                    NOT = {
					    has_government = theocracy_government
                        has_government = landless_adventurer_government
                    }
				}	
				change_government = theocracy_government
		}
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
turn_into_republic_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = turn_into_republic_desc
	#cooldown = { years = 3 }


	is_shown = {
		NOT = {
            has_government = republic_government
            has_government = landless_adventurer_government
        }
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	is_valid = {
		always = yes
	}

	#cost = {
		#gold = 250
		#prestige = 500
	#}

	effect = {
		change_government = republic_government
		every_vassal_or_below = {
				limit = {
                    NOT = {
					    has_government = republic_government
                        has_government = landless_adventurer_government
                    }
				}	
				change_government = republic_government
		}
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
turn_feudal_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = turn_feudal_desc
	#cooldown = { years = 3 }


	is_shown = {
		NOT = {
            has_government = feudal_government
            has_government = administrative_government
            has_government = landless_adventurer_government
        }
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	is_valid = {
		always = yes
	}

	#cost = {
		#gold = 250
		#prestige = 500
	#}

	effect = {
		change_government = feudal_government
		every_vassal_or_below = {
				limit = {
                    NOT = {
					    has_government = feudal_government
                        has_government = landless_adventurer_government
                    }
				}	
				change_government = feudal_government
		}
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
turn_administrative_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = turn_administrative_desc
	#cooldown = { years = 3 }


	is_shown = {
		NOT = {
            has_government = administrative_government
            #has_government = feudal_government
            has_government = landless_adventurer_government
        }
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	is_valid = {
		always = yes
	}

	#cost = {
		#gold = 550
		#prestige = 1500
	#}

	effect = {
		change_government = administrative_government
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
adopt_heredatary_succesion_laws_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = adopt_heredatary_succesion_laws_desc
	#cooldown = { years = 10 }


	is_shown = {
		NOT = {
            has_government = administrative_government
            has_government = feudal_government
            has_government = landless_adventurer_government
			has_government = theocracy_government
        }
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	is_valid = {
		NOT = { has_realm_law = single_heir_succession_law }
	}

	#cost = {
		#gold = 3500
	#}

	effect = {
		ROOT = {
			add_character_flag = you_are_dick
			add_realm_law = single_heir_succession_law
		}
		add_prestige = -3500
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
abolish_heredatary_succesion_laws_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = abolish_heredatary_succesion_laws_desc
	#cooldown = { years = 10 }


	is_shown = {
		has_character_flag = you_are_dick
	}

	is_valid_showing_failures_only = {
		is_available_adult = yes
		is_at_war = no
	}

	is_valid = {
		always = yes
	}

	#cost = {
		#gold = 100
	#}

	effect = {
		ROOT = {
			remove_flag = you_are_dick
			government_rules = {
				inherit_from_dynastic_government = no
			}
			if = {
				limit = {
					has_government = theocracy_government
					if = {
						limit = { 
							religious_head = root
						}
						add_realm_law = same_faith_theocratic_succession_law
					}
					else = {
						add_realm_law = same_faith_only_law
					}
				}
			}
			else = {
				limit = {
					has_government = republic_government
				}
				add_realm_law = city_succession_law
			}
		}
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
stop_it_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = stop_it_desc

	is_shown = {
		faith = {religious_head = root}
		NOT = { has_character_flag = fuck_you_i_gotta_work }
	}

	is_valid_showing_failures_only = {
	}

	is_valid = {
		always = yes
	}

	cost = {
	}

	effect = {
		ROOT = {
			add_character_flag = fuck_you_i_gotta_work
		}
		custom_tooltip = you_better_stop
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}
okay_you_can_resume_it_decision = {
	picture = {
		reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
	}
	major = yes
	desc = okay_you_can_resume_it_desc

	is_shown = {
		has_character_flag = fuck_you_i_gotta_work
	}

	is_valid_showing_failures_only = {
	}

	is_valid = {
		always = yes
	}

	cost = {
	}

	effect = {
		ROOT = {
			remove_character_flag = fuck_you_i_gotta_work
		}
		custom_tooltip = you_can_continue_now
	}

	ai_potential = {
		always = no
	}

	ai_will_do = {
		base = -1000
	}
}