decisions = {
	Family_species = {
		is_high_prio = yes # Will show an alert once decision is enabled
		potential = {
			#Conditions for the decision to appear
			ROOT = {
				NOT = {trait = human}
				NOT = {trait = faunus}
				NOT = {trait = grim}
				NOT = {has_global_flag = flag_selected_species_2}
			}
		}
		allow = {
			OR = {
				AND = {
					ai = yes
					has_global_flag = flag_selected_species
					is_landed = yes
					OR = {
						tier = duke
						tier = king
						tier = emperor
					}
					OR = {
						culture_group = north_germanic
						culture_group = west_germanic
						culture_group = latin
						culture_group = byzantine
						culture_group = celtic
						}
					ROOT = {
						NOT = {trait = human}
						NOT = {trait = faunus}
						NOT = {trait = grim}
					}
				}
				AND = {
					ai = no
					ROOT = {
						NOT = {trait = human}
						NOT = {trait = faunus}
						NOT = {trait = grim}
					}
				}
			}
		}
		effect = {
			ROOT = {
				add_trait = human
				change_variable = { which = global_human_trait value = 1}
				set_character_flag = Selected_species
			}
			any_close_relative = {
				random_list = {
						50 = {
							add_trait = faunus
						}
				
						50 = {
							add_trait = grim
							religion = grimmish
						}
						}
				change_variable = { which = global_human_trait value = 1}
				set_character_flag = Selected_species
			}
			any_spouse  = {
				add_trait = human
				change_variable = { which = global_human_trait value = 1}
				set_character_flag = Selected_species
			}
			set_global_flag = flag_selected_species
			if = {
				limit = {has_global_flag = flag_selected_species}
				set_global_flag = flag_selected_species_2
			}
		}
	}
}