#Testing to see whether I can inject reforms through a separate file and have the game read these overwrites.
byzantine_autocracy_reform = {
	icon = "king"
	allow_normal_conversion = yes
	lock_level_when_selected = yes
	valid_for_nation_designer = no
	potential = {
		OR = {
			has_reform = byzantine_autocracy_reform
			have_had_reform = byzantine_autocracy_reform
		}
	}
	modifiers = {
		max_absolutism = -25
		prestige = 0.5
		monthly_reform_progress_modifier = -0.1 #BR Added? Or vanilla cut and BR kept
		global_autonomy = 0.05 #BR Added? Or vanilla cut and BR kept
	}
	
	custom_attributes = { #Enabling this because it's truly this bad.
		civil_war_on_every_new_ruler = yes
	}
}

reformed_byzantine_monarchy_reform = {
	icon = "byzantine_rule"
	allow_normal_conversion = yes
	lock_level_when_selected = yes
	potential = {
		OR = {
			has_reform = reformed_byzantine_monarchy_reform
			have_had_reform = reformed_byzantine_monarchy_reform
		}
	}
	nation_designer_cost = 30
	valid_for_nation_designer = yes
	modifiers = {
		global_autonomy = -0.05
		#culture_conversion_cost = -0.2 #BR Cut because Byzantium gets this in their idea set. It gets other modifiers in the below stuff anyway.
		years_of_nationalism = -5
		yearly_absolutism = 1
		governing_capacity = 200 # Harb's Autonomy Overhaul
	}
	
	government_abilities = {
		byzantine_bureaucracy_mechanic
		byzantine_pronoia_mechanic
		byzantine_militarization_mechanic
	}
	
	conditional = {
		allow = { has_dlc = "King of Kings" }
		custom_attributes = {
			enables_pronoias = yes 
		}
	}
	
	custom_attributes = {
		forces_ruler_general = yes
	}
}