﻿el_landed_available_action = {
   priority = 1000

    check_create_action = {
    	if = {
    		limit = {
    			can_execute_decision = landed_el_decision
    		}
    		try_create_important_action = {
			important_action_type = el_landed_available_action
			actor = root
      		}
      	}
    }
    effect = {
       open_view_data = {
		view = decision_detail
		data = decision:landed_el_decision
		player = root
	}
    }
}