title_decisions = {
	
	restore_soviet = {
		filter = owned
		ai_target_filter = owned
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			FROM = {
				religion_group = communism
				is_playable = yes
				is_feudal = yes
				government = soviet_government
			}
			ROOT = {
				NOT = { government = order_government }
				holy_order = no
				NOT = { has_title_flag = restored_soviet }
			}		
		}
		
		allow = {
			FROM = {
				OR = {
					independent = yes
					top_liege = { government = soviet_government }
				}
				is_ruler = yes
				prisoner = no
				is_incapable = no
				is_adult = yes
				war = no
			}
		}
		
		effect = {
			ROOT = {
				add_law = succ_soviet
				set_title_flag = restored_soviet
			}
		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0.02
				NOR = {
					religion = anarchist
					religion = anarcho-syndicalism
					religion = anarcho-mutualism
					religion = anarcho-feminism
					religion = ecoanarchism
				}
				liege = {
					AND = {
						has_law = succ_soviet
						government = soviet_government
					}
				}
			}
			modifier = {
				factor = 0.5
				NOR = {
					religion = anarchist
					religion = anarcho-syndicalism
					religion = anarcho-mutualism
					religion = anarcho-feminism
					religion = ecoanarchism
				}
				NOR = {
					has_law = succ_democracy
					government = democracy_government
				}
			}
			modifier = {
				factor = 1
				FROM = {
					AND = {
						religion = marxist
						trait = zealous
					}
				}
			}
			modifier = {
				factor = 0.8
				FROM = {
					NOT = { 
						religion = marxist
					}
				}
			}
		}
	}
}

targeted_decisions = {

	support_local_revolution = {
		ai_check_interval = 12
		filter = independent_rulers
		ai_target_filter = independent_rulers
	
		from_potential = {
			is_adult = yes
			is_ruler = yes
			independent = yes
			OR = {
				religion = bolchevik
				religion = trotskist
			}
			war = no
			prisoner = no
			is_incapable = no
			NOT = { has_character_flag = recently_supported_revolution }
		}
		
		potential = {
			religion = FROM
			war = yes
			any_war = {
				OR = {
					using_cb = peasant_revolt 
					using_cb = liberation_revolt
					using_cb = religious_revolt
				}
			}
		}
		
		allow = {
			FROM = {
				wealth = 100
				prestige = 150
			}
			NOR = {
				ROOT = {
					has_opinion_modifier = {
						modifier = supported_my_revolution
						who = FROM
					}
				}
				FROM = {
					has_opinion_modifier = {
						modifier = refused_revolution_help
						who = ROOT
					}
				}
			}
			ROOT = {
				any_war = {
					any_defender = {
						NOT = { religion = FROM }
					}
				}
				is_within_diplo_range = FROM
			}
		}
		
		effect = {
			ROOT = {
				hidden_effect = { letter_event = { id = IDEOLOGYWAR.2 }}
			}
		}

		revoke_allowed = {
			always = no 
		}
		
		ai_will_do = {
			factor = 1 
			modifier = {
				factor = 0.8
				FROM = {
					NOT = { trait = zealous }
				}
			}
			modifier = {
				factor = 1.1
				ROOT = {
					trait = zealous
				}
			}
			modifier = {
				factor = 0.8
				ROOT = {
					NOT = { culture = FROM }
				}
			}
			modifier = {
				factor = 0.7
				ROOT = {
					NOT = { culture_group = FROM }
				}
			}
		}
	}
	
	support_anarchist_revolution = {
		ai_check_interval = 12
		filter = independent_rulers
		ai_target_filter = independent_rulers
	
		from_potential = {
			is_adult = yes
			is_ruler = yes
			independent = yes
			OR = {
				religion = anarchist
				religion = anarcho-syndicalism
				religion = anarcho-mutualism
				religion = anarcho-feminism
				religion = ecoanarchism
			}
			war = no
			prisoner = no
			is_incapable = no
			NOT = { has_character_flag = recently_supported_revolution }
		}
		
		potential = {
			religion = FROM
			war = yes
			any_war = {
				using_cb = anarchist_revolution
			}
		}
		
		allow = {
			FROM = {
				wealth = 100
				prestige = 150
			}
			NOR = {
				ROOT = {
					has_opinion_modifier = {
						modifier = supported_my_revolution
						who = FROM
					}
				}
				FROM = {
					has_opinion_modifier = {
						modifier = refused_revolution_help
						who = ROOT
					}
				}
			}
			ROOT = {
				any_war = {
					any_defender = {
						NOT = { religion = FROM }
					}
				}
				is_within_diplo_range = FROM
			}
		}
		
		effect = {
			ROOT = {
				hidden_effect = { letter_event = { id = IDEOLOGYWAR.2 }}
			}
		}

		revoke_allowed = {
			always = no 
		}
		
		ai_will_do = {
			factor = 1 
			modifier = {
				factor = 0.8
				FROM = {
					NOT = { trait = zealous }
				}
			}
			modifier = {
				factor = 1.1
				ROOT = {
					trait = zealous
				}
			}
			modifier = {
				factor = 0.8
				ROOT = {
					NOT = { culture = FROM }
				}
			}
			modifier = {
				factor = 0.7
				ROOT = {
					NOT = { culture_group = FROM }
				}
			}
		}
	}
}

decisions = {
	
	join_local_communist_party = {
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			NOR = { 
				trait = communist_party_member_1
				trait = communist_party_member_2
				trait = communist_party_member_3
				trait = communist_party_old_member
			}
			OR = {
				AND = {
					independent = yes
					government = soviet_government
				}
				liege = {
					government = soviet_government
				}
			}
		}
		
		allow = {
			prisoner = no
			is_incapable = no
			age = 18
			piety = 50
		}
		
		effect = {
			piety = -50
			add_trait = communist_party_member_1
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.5
				liege = {
					NOT = { religion = ROOT }
				}
			}
			modifier = {
				factor = 0
				AND = {
					OR = {
						religion = anarchist
						religion = anarcho-syndicalism
						religion = anarcho-mutualism
						religion = anarcho-feminism
						religion = ecoanarchism
					}
					liege = {
						NOT = { religion = ROOT }
					}
				}
			}
			modifier = {
				factor = 1.5
				trait = ambitious
			}
		}
	}
	
	join_local_communist_party_old_member = {
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			trait = communist_party_old_member
			NOR = { 
				trait = communist_party_member_1
				trait = communist_party_member_2
				trait = communist_party_member_3
			}
			liege = {
				government = soviet_government
			}
		}
		
		allow = {
			prisoner = no
			is_incapable = no
			age = 18
			prestige = 100
			piety = 50
		}
		
		effect = {
			prestige = -100
			piety = -50
			remove_trait = communist_party_old_member
			add_trait = communist_party_member_1
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0.3
				liege = {
					NOT = { religion = ROOT }
				}
			}
			modifier = {
				factor = 0
				AND = {
					OR = {
						religion = anarchist
						religion = anarcho-syndicalism
						religion = anarcho-mutualism
						religion = anarcho-feminism
						religion = ecoanarchism
					}
					liege = {
						NOR = { 
							religion = anarchist
							religion = anarcho-syndicalism
							religion = anarcho-mutualism
							religion = anarcho-feminism
							religion = ecoanarchism 
						}
					}
				}
			}
		}
	}
	
	establish_soviet = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		ai_check_interval = 6
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_feudal = yes
				is_theocracy = yes
			}
			holy_order = no
			NOT = { government = order_government }
			NOT = { government = soviet_government }
			NOT = { government = confucian_bureaucracy }
		}
		
		allow = {
			OR = {
				independent = yes
				top_liege = { government = soviet_government }
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 50
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.1 }}
			set_government_type = soviet_government
			primary_title = {
				add_law = succ_soviet
			}
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				any_vassal = {
					limit = {
						government = feudal_government
						religion_group = communism
					}
					set_government_type = soviet_government
					primary_title = {
						add_law = succ_soviet
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				independent = yes
				is_theocracy = no
				OR = {
					religion = anarchist
					religion = anarcho-syndicalism
					religion = anarcho-mutualism
					religion = anarcho-feminism
					religion = ecoanarchism
				}
			}
			modifier = {
				factor = 0
				is_theocracy = no
				AND = {
					OR = {
						religion = anarchist
						religion = anarcho-syndicalism
						religion = anarcho-mutualism
						religion = anarcho-feminism
						religion = ecoanarchism
					}
					liege = {
						NOR = { 
							religion = anarchist
							religion = anarcho-syndicalism
							religion = anarcho-mutualism
							religion = anarcho-feminism
							religion = ecoanarchism 
						}
					}
				}
			}
			modifier = {
				factor = 0
				religion = ecosocialism
			}
		}
	}
	
	create_ussr = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			has_landed_title = e_russia
			NOT = { has_landed_title = e_ussr }
			e_ussr = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			independent = yes
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.2 }}
			e_ussr = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-syndicalism
					religion = anarcho-mutualism
					religion = anarcho-feminism
					religion = ecoanarchism
					religion = anarchist
					religion = ecosocialism
				}
			}
		}
	}
	
	create_ussr_by_force = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			NOT = { has_landed_title = e_ussr }
			e_ussr = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			independent = yes
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			OR = {
				realm_size = 150
				custom_tooltip = {
					text = form_new_empire_requirement_tooltip
					hidden_tooltip = {
						any_demesne_title = {
							count = 3
							tier = KING
						}
					}
				}
			}
			OR = {
				has_landed_title = k_communist_belarus
				has_landed_title = k_communist_ukraine
				has_landed_title = k_communist_russia
			}
			prestige = 500
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.2 }}
			e_ussr = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-syndicalism
					religion = anarcho-mutualism
					religion = anarcho-feminism
					religion = ecoanarchism
					religion = anarchist
					religion = ecosocialism
				}
			}
		}
	}
	create_communist_byzantium = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = e_byzantium
				has_landed_title = e_byzantin_union
			}
			NOT = { has_landed_title = e_communist_byzantium }
			e_communist_byzantium = {
				has_holder = no
			}
		}
		
		allow = {
			independent = yes
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.39 }}
			e_communist_byzantium = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-syndicalism
					religion = anarcho-mutualism
					religion = anarcho-feminism
					religion = ecoanarchism
					religion = anarchist
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_france = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_france
				has_landed_title = k_french_republic
				AND = {
					culture = frankish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_france }
			k_communist_france = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.4 }}
			k_communist_france = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_france
								de_jure_liege = k_french_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_france }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_france
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_netherlands = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_holland
				has_landed_title = d_gelre
				AND = {
					culture = dutch
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_frisia }
			NOT = { has_landed_title = k_netherlands }
			NOT = { has_landed_title = k_communist_netherlands }
			k_communist_netherlands = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
			has_landed_title = d_holland
			has_landed_title = d_gelre
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.6 }}
			k_communist_netherlands = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = democracy_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_frisia
								de_jure_liege = k_netherlands
							}
												
							NOT = { de_jure_liege_or_above = k_communist_netherlands }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_netherlands
					}
				}
			}
		}
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_netherlands_frisian = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_frisia
				has_landed_title = k_netherlands
			}
			NOT = { has_landed_title = k_communist_netherlands }
			k_communist_netherlands = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.6 }}
			k_communist_netherlands = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_frisia
								de_jure_liege = k_netherlands
							}
												
							NOT = { de_jure_liege_or_above = k_communist_netherlands }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_netherlands
					}
				}
			}
		}
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_belgium = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_feudal = yes
				is_theocracy = yes
			}
			OR = {
				has_landed_title = d_flanders
				has_landed_title = d_brabant
				has_landed_title = k_belgium
				AND = {
					OR = {
						culture = walloon
						culture = flamish
					}
					tier = DUKE 
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_belgium }
			k_communist_belgium = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.8 }}
			k_communist_belgium = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_belgium
							}
												
							NOT = { de_jure_liege_or_above = k_communist_belgium }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_belgium
					}
				}
			}
		}
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_austria_bavaria = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_bavaria
				has_landed_title = k_austrian_republic
			}
			NOT = { has_landed_title = k_communist_austria }
			k_communist_austria = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.9 }}
			k_communist_austria = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_bavaria
								de_jure_liege = k_austrian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_austria }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_austria
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_austria = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_osterreich
				has_landed_title = d_tyrol
			}
			NOT = { has_landed_title = k_bavaria }
			NOT = { has_landed_title = k_austrian_republic }
			NOT = { has_landed_title = k_communist_austria }
			k_communist_austria = {
				has_holder = no
			}
			holy_order = no
			
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
			has_landed_title = d_osterreich
			has_landed_title = d_tyrol
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.9 }}
			k_communist_austria = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_bavaria
								de_jure_liege = k_austrian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_austria }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_austria
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_democratic_germany = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_germany
				has_landed_title = k_federal_germany
				AND = {
					culture = german
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_democratic_germany }
			k_democratic_germany = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.11 }}
			k_democratic_germany = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_germany
								de_jure_liege = k_federal_germany
							}
												
							NOT = { de_jure_liege_or_above = k_democratic_germany }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_democratic_germany
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_roman_union = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = e_hre
				has_landed_title = e_european_union
			}
			NOT = { has_landed_title = e_communist_roman_union }
			e_communist_roman_union = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			independent = yes
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.13 }}
			e_communist_roman_union = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_italy = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_italy
				has_landed_title = k_italian_republic
				has_landed_title = k_naples
				has_landed_title = k_romagna
				AND = {
					culture = italian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_italy }
			k_communist_italy = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.15 }}
			k_communist_italy = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_italy
								de_jure_liege = k_italian_republic
								de_jure_liege = k_naples
								de_jure_liege = k_trinacria
								de_jure_liege = k_sicily
								de_jure_liege = k_romagna
								de_jure_liege = k_papacy
							}
												
							NOT = { de_jure_liege_or_above = k_communist_italy }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_italy
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_czechoslovakia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_czech_republic
				has_landed_title = k_slovak_republic
				has_landed_title = k_bohemia
				has_landed_title = k_moravia
				has_landed_title = d_slovakia
				AND = {
					OR = {
						culture = slovakian
						culture = czech
					}
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_czechoslovakia }
			k_czechoslovakia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.17 }}
			k_czechoslovakia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_czech_republic
								de_jure_liege = k_slovak_republic
								de_jure_liege = k_bohemia
								de_jure_liege = k_moravia
							}
												
							NOT = { de_jure_liege_or_above = k_czechoslovakia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_czechoslovakia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_yugoslavia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_serbia
				has_landed_title = k_croatia
				has_landed_title = k_bosnia
				has_landed_title = k_croatian_republic
				has_landed_title = k_bosnian_republic
				has_landed_title = k_montenegrin_republic
				has_landed_title = k_serbian_republic
				has_landed_title = k_macedonian_republic
				AND = {
					OR = {
						culture = croatian
						culture = serbian
						culture = bosnian
						culture = carantanian
						culture = montenegrin
						culture = arberian
					}
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_yugoslavia }
			k_yugoslavia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.19 }}
			k_yugoslavia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_serbia
								de_jure_liege = k_croatia
								de_jure_liege = k_bosnia
								de_jure_liege = k_serbian_republic
								de_jure_liege = k_bosnian_republic
								de_jure_liege = k_montenegrin_republic
								de_jure_liege = k_macedonian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_yugoslavia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_yugoslavia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_romania = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_romanian_republic
				AND = { 
					has_landed_title = k_dacia
					culture = romanian
				}
				AND = {
					culture = romanian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_moldova }
			NOT = { has_landed_title = k_communist_romania }
			k_communist_romania = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.22 }}
			k_communist_romania = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_dacia
								de_jure_liege = k_romanian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_romania }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_romania
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_moldova = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_moldovan_republic
				AND = {
					has_landed_title = d_moldau
					NOT = { culture = romanian }
				}
				AND = { 
					has_landed_title = k_dacia
					culture = moldovan
				}
				AND = {
					culture = moldovan
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_romania }
			NOT = { has_landed_title = k_communist_moldova }
			k_communist_moldova = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.24 }}
			k_communist_moldova = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_moldovan_republic
								de_jure_liege = k_dacia
							}
												
							NOT = { de_jure_liege_or_above = k_communist_moldova }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_moldova
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_ukraine = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_ruthenia
				has_landed_title = k_galicia-volhynia
				has_landed_title = k_ukrainian_republic
				AND = {
					culture = ukrainian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_ukraine }
			k_communist_ukraine = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.26 }}
			k_communist_ukraine = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_ukrainian_republic
								de_jure_liege = k_ruthenia
								de_jure_liege = k_galicia-volhynia
							}
												
							NOT = { de_jure_liege_or_above = k_communist_ukraine }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_ukraine
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_belarus = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_belarusian_republic
				has_landed_title = d_minsk
			}
			NOT = { has_landed_title = k_communist_russia }
			NOT = { has_landed_title = k_communist_belarus }
			k_communist_belarus = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.28 }}
			k_communist_belarus = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_belarusian_republic
												
							NOT = { de_jure_liege_or_above = k_communist_belarus }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_belarus
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_russia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_rus
				has_landed_title = k_chernigov
				has_landed_title = k_vladimir
				has_landed_title = k_russian_republic
				AND = {
					culture = russian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_belarus }
			NOT = { has_landed_title = k_communist_russia }
			k_communist_russia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.29 }}
			k_communist_russia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_rus
								de_jure_liege = k_russian_republic
								de_jure_liege = k_chernigov
								de_jure_liege = k_vladimir
							}
												
							NOT = { de_jure_liege_or_above = k_communist_russia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_russia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_hungary = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_hungary
				has_landed_title = k_hungarian_republic
				AND = {
					culture_group = hungarian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_hungary }
			k_communist_hungary = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.31 }}
			k_communist_hungary = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_hungary
								de_jure_liege = k_hungarian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_hungary }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_hungary
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_poland = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_poland
				has_landed_title = k_polish_republic
				AND = {
					culture = polish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_poland }
			k_communist_poland = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.33 }}
			k_communist_poland = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_poland
								de_jure_liege = k_polish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_poland }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_poland
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_bulgaria = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_bulgaria
				has_landed_title = k_bulgarian_republic
				AND = {
					culture = bulgarian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_bulgaria }
			k_communist_bulgaria = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.39 }}
			k_communist_bulgaria = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_bulgaria
								de_jure_liege = k_bulgarian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_bulgaria }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_bulgaria
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_united_arabia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_africa
				has_landed_title = k_arabia
				has_landed_title = k_egypt
				has_landed_title = k_iraq
				has_landed_title = k_iraqi_republic
				has_landed_title = k_jordanian_republic
				has_landed_title = k_kurdistan
				has_landed_title = k_lebanon
				has_landed_title = k_libyan_republic
				has_landed_title = k_mesopotamia
				has_landed_title = k_palestine
				has_landed_title = k_syria
				has_landed_title = k_syrian_republic
				has_landed_title = k_tunisian_republic 
				has_landed_title = k_yemen
				AND = {
					has_landed_title = k_mauretania
					culture_group = arabic
				}
				AND = {
					has_landed_title = k_jerusalem
					culture_group = arabic
				}
				AND = {
					culture_group = arabic
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_united_arabia }
			k_united_arabia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.35 }}
			k_united_arabia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_africa
								de_jure_liege = k_arabia
								de_jure_liege = k_egypt
								de_jure_liege = k_iraq
								de_jure_liege = k_iraqi_republic
								de_jure_liege = k_jerusalem
								de_jure_liege = k_jordanian_republic
								de_jure_liege = k_kurdistan
								de_jure_liege = k_lebanon
								de_jure_liege = k_libyan_republic
								de_jure_liege = k_mauretania
								de_jure_liege = k_mesopotamia
								de_jure_liege = k_palestine
								de_jure_liege = k_syria
								de_jure_liege = k_syrian_republic
								de_jure_liege = k_tunisian_republic
								de_jure_liege = k_yemen
							}
												
							NOT = { de_jure_liege_or_above = k_united_arabia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_united_arabia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_united_africa = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_abyssinia
				has_landed_title = k_ethiopian_republic
				has_landed_title = k_ghana
				has_landed_title = k_hausaland
				has_landed_title = k_niger
				has_landed_title = k_kanem
				has_landed_title = k_chad
				has_landed_title = k_mali
				has_landed_title = k_malian_republic
				has_landed_title = k_nubia
				has_landed_title = k_somali_republic
				has_landed_title = k_songhay
				has_landed_title = k_sudanese_republic
				AND = {
					OR = {
						has_landed_title = k_egypt
						has_landed_title = k_libyan_republic
						has_landed_title = k_mauretania
						has_landed_title = k_tunisian_republic
					}
					OR = {
						culture_group = east_african
						culture_group = central_african
						culture_group = west_african
						culture_group = east_bantu # From Umbra Spherae
						culture_group = south_bantu # From Umbra Spherae
						culture_group = afroaustronesian # From Umbra Spherae
						culture_group = khoi_san_group # From Umbra Spherae
					}
				}
				AND = {
					OR = {
						culture_group = east_african
						culture_group = central_african
						culture_group = west_african
						culture_group = east_bantu # From Umbra Spherae
						culture_group = south_bantu # From Umbra Spherae
						culture_group = afroaustronesian # From Umbra Spherae
						culture_group = khoi_san_group # From Umbra Spherae
					}
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_united_africa }
			k_united_africa = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.37 }}
			k_united_africa = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_abyssinia
								de_jure_liege = k_egypt
								de_jure_liege = k_ethiopian_republic
								de_jure_liege = k_ghana
								de_jure_liege = k_hausaland
								de_jure_liege = k_niger
								de_jure_liege = k_kanem
								de_jure_liege = k_chad
								de_jure_liege = k_libyan_republic
								de_jure_liege = k_mali
								de_jure_liege = k_malian_republic
								de_jure_liege = k_mauretania
								de_jure_liege = k_nubia
								de_jure_liege = k_somali_republic
								de_jure_liege = k_songhay
								de_jure_liege = k_sudanese_republic
								de_jure_liege = k_tunisian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_united_africa }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_united_africa
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_socialist_spain = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_leon
				has_landed_title = k_castille
				has_landed_title = k_spanish_republic
				AND = {
					culture = castillan
					tier = DUKE 
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_socialist_spain }
			k_socialist_spain = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.41 }}
			k_socialist_spain = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_leon
								de_jure_liege = k_castille
								de_jure_liege = k_valencia
								de_jure_liege = k_andalusia
								de_jure_liege = k_spanish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_socialist_spain }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_socialist_spain
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_greece = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_greek_republic
				has_landed_title = k_byzantium
				has_landed_title = k_epirus
				AND = {
					culture = greek
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_greece }
			k_communist_greece = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.42 }}
			k_communist_greece = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_greek_republic
								de_jure_liege = k_byzantium
								de_jure_liege = k_epirus
							}
												
							NOT = { de_jure_liege_or_above = k_communist_greece }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_greece
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_iceland = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_feudal = yes
				is_theocracy = yes
			}
			OR = {
				has_landed_title = k_iceland_republic
				has_landed_title = d_iceland
			}
			NOT = { has_landed_title = communist_iceland }
			k_communist_iceland = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.43 }}
			k_communist_iceland = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_iceland_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_iceland }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_iceland
					}
				}
			}
		}
		ai_will_do = {
			factor = 2
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_lithuania = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_lithuania
				has_landed_title = k_lithuanian_republic
				AND = {
					culture = lithuanian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_lithuania }
			k_communist_lithuania = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.44 }}
			k_communist_lithuania = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_lithuania
								de_jure_liege = k_lithuanian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_lithuania }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_lithuania
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_latvia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				AND = {
					has_landed_title = d_livonia
					has_landed_title = d_latgale
				}
				has_landed_title = k_latvian_republic
				AND = {
					culture = lettigallish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_latvia }
			k_communist_latvia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.46 }}
			k_communist_latvia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_latvian_republic
												
							NOT = { de_jure_liege_or_above = k_communist_latvia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_latvia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_estonia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_estonia
				has_landed_title = k_estonian_republic
				AND = {
					culture = ugricbaltic
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_estonia }
			k_communist_estonia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.47 }}
			k_communist_estonia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = { 
								de_jure_liege = k_estonia
								de_jure_liege = k_estonian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_estonia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_estonia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_yemen = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_yemen
				has_landed_title = k_yemeni_republic
			}
			NOT = { has_landed_title = k_communist_yemen }
			k_communist_yemen = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.49 }}
			k_communist_yemen = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = { 
								de_jure_liege = k_yemen
								de_jure_liege = k_yemeni_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_yemen }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_yemen
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_def_council_aragon = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			OR = {
				religion = anarchist
				religion = anarcho-syndicalism
				religion = anarcho-mutualism
				religion = anarcho-feminism
				religion = ecoanarchism
			}
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_aragon
				has_landed_title = k_catalonia
				AND = {
					tier = DUKE
					NOT = { tier = KING }
					any_demesne_province = {
						OR = {
							de_jure_liege = k_aragon
							de_jure_liege = k_catalonia
							de_jure_liege = k_def_council_aragon
						}
					}					
				}
			}
			NOT = { has_landed_title = k_def_council_aragon }
			k_def_council_aragon = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.52 }}
			k_def_council_aragon = {
				grant_title = PREV
				add_law = succ_democracy
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_democracy
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_aragon
								de_jure_liege = k_catalonia
							}					
							NOT = { de_jure_liege_or_above = k_def_council_aragon }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_def_council_aragon
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_afghanistan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_afghanistan
				has_landed_title = k_afghan_republic
				AND = {
					culture = afghan
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_afghanistan }
			k_communist_afghanistan = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.55 }}
			k_communist_afghanistan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = { 
								de_jure_liege = k_afghanistan
								de_jure_liege = k_afghan_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_afghanistan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_afghanistan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_albania = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_albanian_republic
				AND = {
					culture = arberian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_albania }
			k_communist_albania = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.57 }}
			k_communist_albania = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_albanian_republic
												
							NOT = { de_jure_liege_or_above = k_communist_albania }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_albania
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_algeria = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = { 
				has_landed_title = k_algerian_republic
				AND = {
					has_landed_title = d_alger
					OR = {
						has_landed_title = d_tlemcen
						has_landed_title = d_tahert
						has_landed_title = d_kabylia
						has_landed_title = d_mzab
					}
				}
			}
			NOT = { has_landed_title = k_communist_algeria }
			k_communist_algeria = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERDEM.58 }}
			k_communist_algeria = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_algerian_republic
												
							NOT = { de_jure_liege_or_above = k_communist_algeria }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_algeria
					}
				}
			}
			if = {
				limit = { completely_controls = d_alger }
				d_alger = {
					show_scope_change = no
					de_jure_liege = k_communist_algeria
				}
			}
			if = {
				limit = { completely_controls = d_tlemcen }
				d_tlemcen = {
					show_scope_change = no
					de_jure_liege = k_communist_algeria
				}
			}
			if = {
				limit = { completely_controls = d_tahert }
				d_tahert = {
					show_scope_change = no
					de_jure_liege = k_communist_algeria
				}
			}
			if = {
				limit = { completely_controls = d_kabylia }
				d_kabylia = {
					show_scope_change = no
					de_jure_liege = k_communist_algeria
				}
			}
			if = {
				limit = { completely_controls = d_mzab }
				d_mzab = {
					show_scope_change = no
					de_jure_liege = k_communist_algeria
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_armenia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_armenia
				has_landed_title = k_armenian_republic
			}
			NOT = { has_landed_title = k_communist_armenia }
			k_communist_armenia = {
				has_holder = no
			}
			holy_order = no
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.59 }}
			k_communist_armenia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = { 
								de_jure_liege = k_armenia
								de_jure_liege = k_armenian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_armenia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_armenia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_azerbaijan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_azerbaijan
				has_landed_title = k_azerbaijani_republic
			}
			NOT = { has_landed_title = k_communist_azerbaijan }
			k_communist_azerbaijan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.61 }}
			k_communist_azerbaijan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_azerbaijani_republic
												
							NOT = { de_jure_liege_or_above = k_communist_azerbaijan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_azerbaijan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_bhutan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_bhutan
				has_landed_title = k_bhutan_republic
			}
			NOT = { has_landed_title = k_communist_bhutan }
			k_bhutan_republic = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.62 }}
			k_communist_bhutan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_bhutan_republic
												
							NOT = { de_jure_liege_or_above = k_communist_bhutan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_bhutan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_cheremisa = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_cheremisa_republic
				AND = {
					culture_group = finno_ugric
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_cheremisa }
			k_communist_cheremisa = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			OR = {
				has_landed_title = k_cheremisa_republic
				has_landed_title = d_cheremisa
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.63 }}
			k_communist_cheremisa = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_cheremisa_republic
												
							NOT = { de_jure_liege_or_above = k_communist_cheremisa }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_cheremisa
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_cyprus = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			NOT = { culture = turkish }
			OR = {
				has_landed_title = d_cyprus
				has_landed_title = k_cyprus
				has_landed_title = k_turkish_cyprus
				has_landed_title = k_cyprus_republic
				has_landed_title = k_communist_turkish_cyprus
			}
			NOT = { has_landed_title = k_communist_cyprus }
			k_communist_cyprus = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.64 }}
			k_communist_cyprus = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_cyprus
								de_jure_liege = k_turkish_cyprus
								de_jure_liege = k_cyprus_republic
								de_jure_liege = k_communist_turkish_cyprus
							}
												
							NOT = { de_jure_liege_or_above = k_communist_cyprus }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_cyprus
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_turkish_cyprus = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			culture = turkish
			OR = {
				has_landed_title = d_cyprus
				has_landed_title = k_cyprus
				has_landed_title = k_turkish_cyprus
				has_landed_title = k_cyprus_republic
				has_landed_title = k_communist_cyprus
			}
			NOT = { has_landed_title = k_communist_turkish_cyprus }
			k_communist_turkish_cyprus = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.65 }}
			k_communist_turkish_cyprus = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_cyprus
								de_jure_liege = k_turkish_cyprus
								de_jure_liege = k_cyprus_republic
								de_jure_liege = k_communist_cyprus
							}
												
							NOT = { de_jure_liege_or_above = k_communist_turkish_cyprus }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_turkish_cyprus
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_denmark = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_denmark
				has_landed_title = k_danish_republic
				AND = {
					culture = danish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_denmark }
			k_communist_denmark = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.68 }}
			k_communist_denmark = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_denmark
								de_jure_liege = k_danish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_denmark }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_denmark
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_england = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_english_republic
				has_landed_title = k_england
				AND = {
					culture = english
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_england }
			k_communist_england = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.70 }}
			k_communist_england = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_england
								de_jure_liege = k_english_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_england }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_england
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_faroe = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_orkney
				has_landed_title = k_faroe_republic
			}
			NOT = { has_landed_title = k_communist_faroe }
			k_communist_faroe = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.72 }}
			k_communist_faroe = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			if = {
				limit = { completely_controls = d_orkney }
				d_orkney = {
					show_scope_change = no
					de_jure_liege = k_communist_faroe
				}
			}
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_faroe_republic
												
							NOT = { de_jure_liege_or_above = k_communist_faroe }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_faroe
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_finland = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_finland
				has_landed_title = k_finnish_republic
				AND = {
					culture = finnish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_finland }
			k_communist_finland = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.73 }}
			k_communist_finland = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_finland
								de_jure_liege = k_finnish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_finland }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_finland
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_georgia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_kartli
				has_landed_title = k_georgia
				AND = {
					culture = georgian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_georgia }
			k_communist_georgia = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.75 }}
			k_communist_georgia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_georgia
												
							NOT = { de_jure_liege_or_above = k_communist_georgia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_georgia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_india = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_indian_republic
				has_landed_title = k_sindh
				has_landed_title = k_punjab
				has_landed_title = k_delhi
				has_landed_title = k_rajputana
				has_landed_title = k_gujarat
				has_landed_title = k_malwa
				has_landed_title = k_kosala
				has_landed_title = k_gondwana
				has_landed_title = k_maharastra
				has_landed_title = k_orissa
				has_landed_title = k_bihar
				has_landed_title = k_kamarupa
				has_landed_title = k_telingana
				has_landed_title = k_karnata
				has_landed_title = k_andhra
				has_landed_title = k_tamilakam
				AND = {
					culture = indian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_india }
			k_communist_india = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.77 }}
			k_communist_india = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_indian_republic
								de_jure_liege = k_sindh
								de_jure_liege = k_punjab
								de_jure_liege = k_delhi
								de_jure_liege = k_rajputana
								de_jure_liege = k_gujarat
								de_jure_liege = k_malwa
								de_jure_liege = k_kosala
								de_jure_liege = k_gondwana
								de_jure_liege = k_maharastra
								de_jure_liege = k_orissa
								de_jure_liege = k_bihar
								de_jure_liege = k_kamarupa
								de_jure_liege = k_telingana
								de_jure_liege = k_karnata
								de_jure_liege = k_andhra
								de_jure_liege = k_tamilakam
								de_jure_liege = k_kashmir
							}
											
							NOT = { de_jure_liege_or_above = k_communist_india }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_india
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_iran = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_persia
				has_landed_title = k_iranian_republic
				AND = {
					OR = {
						culture = iranian
						culture = persian
					}
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_iran }
			k_communist_iran = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.79 }}
			k_communist_iran = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_persia
								de_jure_liege = k_iranian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_iran }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_iran
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_ireland = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_irish_republic
				has_landed_title = k_ireland
				AND = {
					culture = irish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_ireland }
			k_communist_ireland = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.81 }}
			k_communist_ireland = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_ireland
								de_jure_liege = k_irish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_ireland }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_ireland
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_norway = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_norwegian_republic
				has_landed_title = k_norway
				AND = {
					culture = norwegian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_norway }
			k_communist_norway = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.83 }}
			k_communist_norway = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_norway
								de_jure_liege = k_norwegian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_norway }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_norway
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
			modifier = { # Will create Iceland instead
				factor = 0
				has_landed_title = d_iceland
			}
			modifier = { # Will create Faroe instead
				factor = 0
				has_landed_title = d_orkney
			}
		}
	}
	
	create_communist_scotland = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_scottish_republic
				has_landed_title = k_scotland
				AND = {
					culture = scottish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_scotland }
			k_communist_scotland = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.85 }}
			k_communist_scotland = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_scotland
								de_jure_liege = k_scottish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_scotland }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_scotland
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_sweden = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_sweden
				has_landed_title = k_swedish_republic
				AND = {
					culture = swedish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_sweden }
			k_communist_sweden = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.87 }}
			k_communist_sweden = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_sweden
								de_jure_liege = k_swedish_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_sweden }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_sweden
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_wales = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_wales
				has_landed_title = k_welsh_republic
				AND = {
					culture = welsh
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_wales }
			k_communist_wales = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.89 }}
			k_communist_wales = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_wales
								de_jure_liege = k_welsh_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_wales }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_wales
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_turkey = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_turkish_republic
				has_landed_title = k_ottoman
				has_landed_title = k_eretnid
				has_landed_title = k_karaman
				has_landed_title = k_germiyan
				has_landed_title = k_candar
				has_landed_title = k_mentese
				has_landed_title = k_aydin
				has_landed_title = k_tekke
				has_landed_title = k_rum
				AND = {
					culture = turkish
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_turkey }
			k_communist_turkey = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.91 }}
			k_communist_turkey = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_turkish_republic
								de_jure_liege = k_ottoman
								de_jure_liege = k_eretnid
								de_jure_liege = k_karaman
								de_jure_liege = k_germiyan
								de_jure_liege = k_candar
								de_jure_liege = k_mentese
								de_jure_liege = k_aydin
								de_jure_liege = k_tekke
								de_jure_liege = k_rum
							}
												
							NOT = { de_jure_liege_or_above = k_communist_turkey }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_turkey
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_turkestan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_khotan
				has_landed_title = k_turkestan_republic
				AND = {
					culture = uyghur
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_turkestan }
			k_communist_turkestan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.93 }}
			k_communist_turkestan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_khotan
								de_jure_liege = k_turkestan_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_turkestan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_turkestan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_tibet = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_yarlung
				has_landed_title = k_kham
				has_landed_title = k_guge
				has_landed_title = k_tibetan_republic
				AND = {
					culture = bodpa
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_tibet }
			k_communist_tibet = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.95 }}
			k_communist_tibet = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_yarlung
								de_jure_liege = k_kham
								de_jure_liege = k_guge
								de_jure_liege = k_tibetan_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_tibet }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_tibet
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_kazakhstan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_cuman
				has_landed_title = k_turkestan
				has_landed_title = k_zhetysu
				has_landed_title = k_kazakhstan
				AND = {
					culture = kazakh
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_kazakhstan }
			k_communist_kazakhstan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.97 }}
			k_communist_tibet = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_cuman
								de_jure_liege = k_turkestan
								de_jure_liege = k_zhetysu
								de_jure_liege = k_kazakhstan
							}
												
							NOT = { de_jure_liege_or_above = k_communist_kazakhstan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_kazakhstan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_khanty = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_khanty_republic
				AND = {
					culture = khanty
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_khanty }
			k_communist_khanty = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.99 }}
			k_communist_khanty = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_khanty_republic
												
							NOT = { de_jure_liege_or_above = k_communist_khanty }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_khanty
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_kirghizistan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_kyrgyzstan
				AND = {
					has_landed_title = d_pamir
					culture_group = altaic
				}
				AND = {
					culture = kirghiz
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_kirghizistan }
			k_communist_kirghizistan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.100 }}
			k_communist_kirghizistan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			if = {
				limit = { completely_controls = d_pamir }
				d_pamir = {
					show_scope_change = no
					de_jure_liege = k_communist_kirghizistan
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_kyrgyzstan
												
							NOT = { de_jure_liege_or_above = k_communist_kirghizistan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_kirghizistan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_komi = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_komi_republic
				has_landed_title = k_perm
				AND = {
					culture = komi
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_komi }
			k_communist_komi = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.101 }}
			k_communist_komi = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_perm
								de_jure_liege = k_komi_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_komi }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_komi
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_lotharingia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_lotharingia
				has_landed_title = k_lotharingian_republic
			}
			NOT = { has_landed_title = k_communist_lotharingia }
			k_communist_lotharingia = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.103 }}
			k_communist_lotharingia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_lotharingia
								de_jure_liege = k_lotharingian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_lotharingia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_lotharingia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_mongolia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_mongolia
				has_landed_title = k_mongolian_republic
				AND = {
					culture = mongol
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_mongolia }
			k_communist_mongolia = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.105 }}
			k_communist_mongolia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_mongolia
								de_jure_liege = k_mongolian_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_mongolia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_mongolia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_mordvins = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_mordvins_republic
				AND = {
					culture = mordvin
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_mordvins }
			k_communist_mordvins = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.107 }}
			k_communist_mordvins = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_mordvins_republic
												
							NOT = { de_jure_liege_or_above = k_communist_mordvins }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_mordvins
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_morocco = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_mauretania
				has_landed_title = k_morocco
			}
			NOT = { has_landed_title = k_communist_morocco }
			k_communist_morocco = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.108 }}
			k_communist_morocco = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {	
								de_jure_liege = k_mauretania
								de_jure_liege = k_morocco
							}
												
							NOT = { de_jure_liege_or_above = k_communist_morocco }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_morocco
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_nenets = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_nenets_republic
				has_landed_title = k_nenets
				AND = {
					culture = samoyed
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_nenets }
			k_communist_nenets = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.110 }}
			k_communist_nenets = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_nenets
								de_jure_liege = k_nenets_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_nenets }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_nenets
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_nepal = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_nepal
				has_landed_title = k_nepali_republic
				AND = {
					culture = nepali
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			
			NOT = { has_landed_title = k_communist_nepal }
			k_communist_nepal = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.112 }}
			k_communist_nepal = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_nepal
								de_jure_liege = k_nepali_republic
							}
												
							NOT = { de_jure_liege_or_above = k_communist_nepal }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_nepal
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_oman = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = d_oman
				has_landed_title = k_oman_republic
			}
			NOT = { has_landed_title = k_communist_oman }
			k_communist_oman = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.114 }}
			k_communist_oman = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			if = {
				limit = { completely_controls = d_oman }
				d_oman = {
					show_scope_change = no
					de_jure_liege = k_oman_republic
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							de_jure_liege = k_oman_republic
												
							NOT = { de_jure_liege_or_above = k_communist_oman }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_oman
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_pakistan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_pakistan
				has_landed_title = k_baluchistan
				has_landed_title = k_sindh
				has_landed_title = k_punjab
				AND = {
					culture = balouch
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_pakistan }
			k_communist_pakistan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.115 }}
			k_communist_pakistan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_pakistan
								de_jure_liege = k_baluchistan
								de_jure_liege = k_sindh
								de_jure_liege = k_punjab
								de_jure_liege = k_kahsmir
							}
												
							NOT = { de_jure_liege_or_above = k_communist_pakistan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_pakistan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_tunisia = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_tunisian_republic
				AND = {
					has_landed_title = k_africa
					OR = {
						culture = frankish
						culture = tunisian
					}
				}
				AND = {
					culture = frankish
					tier = DUKE
					NOT = { tier = KING }
					region = world_africa_north
				}
				AND = {
					culture = tunisian
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_tunisia }
			k_communist_tunisia = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.117 }}
			k_communist_tunisia = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_tunisian_republic
								de_jure_liege = k_africa
							}
												
							NOT = { de_jure_liege_or_above = k_communist_tunisia }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_tunisia
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_turkmenistan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_turkmenistan
				AND = {
					has_landed_title = k_khorasan
					OR = { # to "simplify" at the beginning, I took the Oghuz Turkish for this one
						culture = turkish
						culture = pecheneg
					}
				}
			}
			NOT = { has_landed_title = k_communist_turkmenistan }
			k_communist_turkmenistan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.119 }}
			k_communist_turkmenistan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_khorasan
								de_jure_liege = k_turkmenistan
							}
												
							NOT = { de_jure_liege_or_above = k_communist_turkmenistan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_turkmenistan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
	
	create_communist_uzbekistan = {
		only_independent = yes
		only_playable = yes
		is_high_prio = yes
		
		potential = {
			religion_group = communism
			is_playable = yes
			OR = {
				is_republic = yes
				is_feudal = yes
			}
			OR = {
				has_landed_title = k_uzbekistan
				AND = {
					has_landed_title = k_khiva
					culture = mongol
				}
				AND = {
					culture = uzbek
					tier = DUKE
					NOT = { tier = KING }
				}
			}
			NOT = { has_landed_title = k_communist_uzbekistan }
			k_communist_uzbekistan = {
				has_holder = no
			}
		}
		
		allow = {
			OR = {
				independent = yes
				liege = {
					tier = EMPEROR
					religion_group = communism
					NOT = { religion = FROM }
				}
			}
			is_ruler = yes
			prisoner = no
			is_incapable = no
			is_adult = yes
			war = no
			prestige = 100
		}
		
		effect = {
			hidden_effect = { character_event = { id = ORDERCOM.121 }}
			k_communist_uzbekistan = {
				grant_title = PREV
				add_law = succ_soviet
			}
			set_government_type = soviet_government
			any_vassal = {
				limit = {
					government = feudal_government
					religion_group = communism
				}
				set_government_type = soviet_government
				primary_title = {
					add_law = succ_soviet
				}
			}
			any_title_under = {
				limit = {
					tier = COUNT
					location = {
						duchy = {
							OR = {
								de_jure_liege = k_khiva
								de_jure_liege = k_uzbekistan
							}
												
							NOT = { de_jure_liege_or_above = k_communist_uzbekistan }
							ROOT = {
								completely_controls = PREV
							}
						}
					}
				}
				location = {
					duchy = {
						de_jure_liege = k_communist_uzbekistan
					}
				}
			}
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					religion = anarchist
					religion = anarcho-mutualism
					religion = ecosocialism
				}
			}
		}
	}
}

