#targetted_decisions = {
######################################
####### Divinite			   ####### WORKING
######################################
#	Lever_la_Legion = {
#		filter = self
#		ai_target_filter = self
#		ai = no
#		diplomacy_icon = GFX_icon_Divinite
#		potential = {
#			OR = {
#				has_landed_title = d_divinite_1
#				trait = Divinite
#			}
#		}
#		allow = {
#			ai = no
#			age = 0
#			trait = Divinite
#		}
#		effect = {
#			capital_scope = {
#				ROOT = {
#					spawn_unit = {
#						province = PREV
#						owner = ROOT
#						troops = {
#							light_infantry = { 500 500 }
#							pikemen = { 500 500 }
#							archers = { 500 500 }
#							heavy_infantry = { 500 500 }
#							light_cavalry = { 500 500 }
#							knights = { 500 500 }
#							horse_Archers = { 500 500 }
#						}
#						attrition = 0
#					}
#					spawn_unit = {
#						province = PREV
#						owner = ROOT
#						troops = {
#							light_infantry = { 500 500 }
#							pikemen = { 500 500 }
#							archers = { 500 500 }
#							heavy_infantry = { 500 500 }
#							light_cavalry = { 500 500 }
#							knights = { 500 500 }
#							horse_Archers = { 500 500 }
#						}
#						attrition = 0
#					}
#					spawn_unit = {
#						province = PREV
#							owner = ROOT
#							troops = {
#								light_infantry = { 500 500 }
#								pikemen = { 500 500 }
#								archers = { 500 500 }
#								heavy_infantry = { 500 500 }
#								light_cavalry = { 500 500 }
#								knights = { 500 500 }
#								horse_Archers = { 500 500 }
#							}
#						attrition = 0
#					}
#				}
#			}
#		}
#	}
#	Garde_du_corps_du_General = {
#		filter = self
#		ai_target_filter = self
#		ai = no
#		diplomacy_icon = GFX_icon_Divinite
#		potential = {
#			OR = {
#				has_landed_title = d_divinite_1
#				trait = Divinite
#			}
#		}
#		allow = {
#			ai = no
#			age = 0
#			trait = Divinite
#		}
#		effect = {
#			capital_scope = {
#				ROOT = {
#					spawn_unit = {
#						province = PREV
#						owner = ROOT
#						troops = {
#							knights = { 51 51 }
#						}
#						attrition = 0
#					}
#				}
#			}
#		}
#	}
#	Levons_l_ancre = {
#		filter = self
#		ai_target_filter = self
#		ai = no
#		diplomacy_icon = GFX_icon_Divinite
#		potential = {
#			OR = {
#				has_landed_title = d_divinite_1
#				trait = Divinite
#			}
#		}
#		allow = {
#			ai = no
#			age = 0
#			trait = Divinite
#		}
#		effect = {
#			if = {
#				# This section only works if the capital is a port
#				# Spawns ships in the Capital province
#				limit = {
#					capital_scope = {
#						port = yes
#					}
#				}
#				capital_scope = {
#					ROOT = {
#						spawn_fleet = {
#							province = prev
#							owner = ROOT
#							troops = {
#								galleys = { 10600 10600 }
#							}
#						}
#					}
#				}
#			}
#			if = {
#				# This section only works if the capital is NOT a port
#				# Spawns ships in the nearest ocean territory
#				limit = {
#					capital_scope = {
#						port = no
#					}
#				}
#				capital_scope = {
#					ROOT = {
#						spawn_fleet = {
#							province = closest
#							owner = ROOT
#							troops = {
#								galleys = { 10600 10600 }
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#}