decisions = {
	sacrifice_all_prisoners_decision = {
		ai = no

		potential = {
			is_playable = yes
			religion_have_ritual_sacrifice_trigger = yes
			NOT = {
				religion = aztec
				religion = aztec_reformed
			}
			any_courtier = {
				THIS_is_prisoner_that_can_be_sacrificed_trigger = yes
				host = { character = ROOT }
				NOT = { religion = ROOT }
			}
		}

		allow = { can_sacrifice_characters_allow_trigger = yes }

		effect = {
			set_character_flag = do_not_show_post_sacrifice_ping_event_flag
			any_courtier = {
				show_scope_change = no

				limit = {
					THIS_is_prisoner_that_can_be_sacrificed_trigger = yes
					host = { character = ROOT }
					NOT = { religion = ROOT }
				}
				PREV_public_sacrifice_THIS_effect = yes
			}
			clr_character_flag = do_not_show_post_sacrifice_ping_event_flag
		}
	}
	aztec_sacrifice_all_prisoners_decision = {
		ai = no

		potential = {
			is_playable = yes
			religion_have_ritual_sacrifice_trigger = yes
			OR = {
				religion = aztec
				religion = aztec_reformed
			}
			any_courtier = {
				THIS_is_prisoner_that_can_be_sacrificed_aztec_trigger = yes
				host = { character = ROOT }
			}
		}

		allow = { can_sacrifice_characters_allow_trigger = yes }

		effect = {
			set_character_flag = do_not_show_post_sacrifice_ping_event_flag
			any_courtier = {
				show_scope_change = no

				limit = {
					THIS_is_prisoner_that_can_be_sacrificed_aztec_trigger = yes
					host = { character = ROOT }
				}
				PREV_public_sacrifice_THIS_effect = yes
			}
			clr_character_flag = do_not_show_post_sacrifice_ping_event_flag
		}
	}
}