feudal_governments = {

	roman_imperialtwo_government = {
		preferred_holdings = { CASTLE CITY }
		allowed_holdings = {
			CASTLE
			CITY
			FORT
			HOSPITAL
		}
		allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
			TRIBAL
		}
		accepts_liege_governments = { # Gets the wrong religion modifier instead
			feudal_government
			republic_government
			merchant_republic_government
		}
		free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
			tribal_government
		}
		frame_suffix = "_romanimperial"
		potential = {
					clan = no
					is_nomadic = no		
					primary_title = {
						has_title_flag = imperialgovflag
					}								
					is_patrician = no
					tier = EMPEROR
					primary_title = { 
						NOR = {
							title = e_byzantium
							title = e_roman_empire
							}
						OR = {
							has_law = ze_administration_laws_2
							has_law = imperial_administration
							}
						OR = {
							AND={
								has_game_rule = { name = imperial_options value = restricted } 
								has_law = succ_byzantine_elective2
								}
							AND={
								has_game_rule = { name = imperial_options value = unrestricted }
							}
							}
						}
				}
		
		color = { 143 12 125 }

		barons_need_dynasty = yes

		can_build_tribal = no
		
		ignore_in_vassal_limit_calculation = {
			tribal_government
		}
		capital_move_delay = 2000
		
		can_usurp_kingdoms_and_empires = no
		can_imprison_without_reason = no
		can_create_empires = no
		vassal_government_opinion_penalties = no
		can_grant_kingdoms_and_empires_to_other_government_group = yes
		can_be_granted_kingdoms_and_empires_by_other_government = no
		free_retract_vassalage = yes
		
		## Modifiers
		court_size_modifier = 15
	}
}