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# COMMENTS HAVE BEEN INCLUDED FOR SAKE OF EXPLANATION, CAN BE REMOVED #
# ID's must not include spaces!
# Decisions MUST be visible for the AI to execute them, if in doubt, switch tag to the AI country and check if they can see/execute the mission.
#####################################################################################################################
simple_category = {		#Name of category that decisions will appear under, decisions MUST have a category to work properly.
	Add_building_slots = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 1	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
				is_ai = no
			}
			is_debug = no
		}		

		cost = 0		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {	every_owned_state = {
                add_extra_state_shared_building_slots = 1000
            }	#The effects to execute once the envelope icon is clicked.
			custom_effect_tooltip = "DECISION_EFFECT_YAY"
			hidden_effect = {
				
			}
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
	