targetted_decisions = {
	# Arabic or greek character may convert to Isaurian
	convert_to_isaurian_group = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			OR = {
				culture_group = arabic
			}
			OR = {
				religion_group = muslim
				top_liege = { religion_group = muslim }
				religion = iconoclast
			}
			capital_scope = {
				region = world_asia_minor
			}
			any_realm_province = {
				culture = isaurian
			}
			NOT = {
				culture = isaurian
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = isaurian
			}
			culture = isaurian
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = isaurian }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = isaurian }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = isaurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = isaurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = isaurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = isaurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = isaurian
				}
			}
		}
	}

	# iberian character may convert to empurian
	convert_to_empurian = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			OR = {
				culture_group = iberian
				culture = italian
			}
			OR = {
				capital_scope = {
					region = world_asia_minor
				}
				capital_scope = {
					region = world_europe_south_east
				}
			}
			any_realm_province = {
				culture = empurian
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			OR = {
				culture_group = iberian
				culture = italian
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = empurian
			}
			culture = empurian
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = empurian }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = empurian }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = empurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = empurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = empurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = empurian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = empurian
				}
			}
		}
	}		

	# indo_aryan character may convert to indogreek
	convert_to_indogreek = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			culture_group = indo_aryan_group
			OR = {
				capital_scope = {
					region = world_asia_minor
				}
				capital_scope = {
					region = world_europe_south_east
				}
			}
			any_realm_province = {
				culture = indogreek
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			OR = {
				culture_group = indo_aryan_group
				
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = indogreek
			}
			culture = indogreek
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = indogreek }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = indogreek }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = indogreek
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = indogreek
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = indogreek
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = indogreek
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = indogreek
				}
			}
		}
	}
	
	# Lombard character may convert to east Lombard
	convert_to_east_lombard = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			culture = lombard
			capital_scope = {
				region = world_steppe_east
			}
			any_realm_province = {
				culture = east_lombard
			}
			OR = {
				year = 786
				top_liege = {
					NOT = { culture = lombard }
				}
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			culture = lombard
			capital_scope = {
				region = world_steppe_east
			}
			any_realm_province = {
				culture = east_lombard
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = east_lombard
			}
			culture = east_lombard
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				OR = {
					independent = yes
					top_liege = { culture = lombard }
				}
			}

			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = east_lombard }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = east_lombard }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = east_lombard
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = east_lombard
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = east_lombard
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = east_lombard
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = east_lombard
				}
			}
		}
	}
	
	# Greek character may convert to Tylosi
	convert_to_tylosi = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			culture = greek
			capital_scope = {
				region = world_middle_east_arabia
			}
			any_realm_province = {
				culture = tylosi
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			culture = greek
			capital_scope = {
				region = world_middle_east_arabia
			}
			any_realm_province = {
				culture = tylosi
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = tylosi
			}
			culture = tylosi
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				OR = {
					independent = yes
					top_liege = { culture = lombard }
				}
			}

			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = tylosi }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = tylosi }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = tylosi
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = tylosi
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = tylosi
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = tylosi
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = tylosi
				}
			}
		}
	}
	
	
	# Greek character may convert to Greco-Bactrian
	convert_to_greco_bactrian = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			culture = greek
			capital_scope = {
				region = world_persia
			}
			any_realm_province = {
				culture = bactrian
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			culture = greek
			capital_scope = {
				region = world_persia
			}
			any_realm_province = {
				culture = bactrian
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = bactrian
			}
			culture = bactrian
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				OR = {
					independent = yes
					top_liege = { culture = lombard }
				}
			}

			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = bactrian }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = bactrian }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = bactrian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = bactrian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = bactrian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = bactrian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = bactrian
				}
			}
		}
	}
	
	
	# Greek character may convert to Seleucian
	convert_to_tylosi = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			culture = greek
			capital_scope = {
				region = world_persia
			}
			any_realm_province = {
				culture = seleucian
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			culture = greek
			capital_scope = {
				region = world_persia
			}
			any_realm_province = {
				culture = seleucian
			}
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = seleucian
			}
			culture = seleucian
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				OR = {
					independent = yes
					top_liege = { culture = lombard }
				}
			}

			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = seleucian }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = seleucian }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = seleucian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = seleucian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = seleucian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = seleucian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = seleucian
				}
			}
		}
	}
	
	# French Greek and German character may convert to massalian
	convert_to_massalian = {
		only_playable = yes
		
		filter = self
		ai_target_filter = self
		ai_check_interval = 60
		
		potential = {
			is_playable = yes
			OR = {
				culture = greek
				culture = french
				culture = german
			}
			OR = {
				capital_scope = {
					region = world_asia_minor
				}
				capital_scope = {
					region = world_europe_south_east
				}
			}
			any_realm_province = {
				culture = massalian
			}
			NOT = { government = chinese_imperial_government }
			NOT = {
				has_alternate_start_parameter = { key = culture_names value = random }
			}
		}
		allow = {
			culture = ROOT
		}
		effect = {
			any_courtier = {
				limit = {
					culture = ROOT
					employer = { character = ROOT }
					dynasty = ROOT
				}
				culture = massalian
			}
			culture = massalian
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0.5 # Slow it down a bit
			}
			
			modifier = {
				factor = 0.01
				capital_scope = {
					NOT = { culture = massalian }
				}
			}
			modifier = {
				factor = 2.0
				liege = { culture = massalian }
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 2
					culture = massalian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 4
					culture = massalian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 6
					culture = massalian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 8
					culture = massalian
				}
			}
			modifier = {
				factor = 1.1
				num_culture_realm_provs = {
					value = 10
					culture = massalian
				}
			}
		}
	}
}
