decisions = { 

	#####################
	##Mind Control Tech##
	#####################
	
	################
	###Technology###
	################
	
	show_technology_cheat_mind = {
	
		ai = no
		potential = {
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            NOT = { has_character_flag = show_technology_cheat_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_technology_cheat_mind
		}

		
	
	}
	
	hide_technology_cheat_mind = {
	
		ai = no
		potential = {
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_technology_cheat_mind
		}

		
	
	}
	
	add_tech_mind = {

		ai = no
		potential = {
		    has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
		    culture_techpoints = 10000
		    military_techpoints = 10000
		    economy_techpoints = 10000
		}
	}
		
	}
	
	improve_demesne_tech_mind = {

		ai = no
		potential = {
		    has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_demesne_province = {
						scmr_improve_tech = yes
					}
				}
			}
		}
		
		
	}
	
	improve_realm_tech_mind = {

		ai = no
		potential = {
		    has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_realm_province = {
						scmr_improve_tech = yes
					}
				}
			}
		}	
		
	}
	
	build_demesne_tech_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
			has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_demesne_title = {
						if = {
							limit = {
								holding_type = castle
							} 
							scmr_build_castle_tech = yes
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							scmr_build_temple_tech = yes
						}
						else_if = {
							limit = {
								holding_type = city
							}
							scmr_build_city_tech = yes
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							scmr_build_tb_tech = yes
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							scmr_build_nd_tech = yes
						}
					}
				}
			}
		}

		
	
	}
	
	build_realm_tech_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
			has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
            hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_realm_lord = {
						any_demesne_title = {
							if = {
								limit = {
									holding_type = castle
								} 
								scmr_build_castle_tech = yes
							}
							else_if = {
								limit = {
									holding_type = temple
								}
								scmr_build_temple_tech = yes
							}
							else_if = {
								limit = {
									holding_type = city
								}
								scmr_build_city_tech = yes
							}
							else_if = {
								limit = {
									holding_type = tribal
								}
								scmr_build_tb_tech = yes
							}
							else_if = {
								limit = {
									holding_type = nomad
								}
								scmr_build_nd_tech = yes
							}
						}
					}
					any_demesne_title = {
						if = {
							limit = {
								holding_type = castle
							} 
							scmr_build_castle_tech = yes
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							scmr_build_temple_tech = yes
						}
						else_if = {
							limit = {
								holding_type = city
							}
							scmr_build_city_tech = yes
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							scmr_build_tb_tech = yes
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							scmr_build_nd_tech = yes
						}
					}
				}
			}
		}

		
	
	}
	
	hospital_demesne_tech_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_demesne_province = {
						if = {
							limit = {
									has_hospital = no
								}
							build_holding = {
								type = hospital
								holder = prev
							}
						}
						scmr_build_hp_tech = yes
					}
				}
			}	
		}	

		
	
	}
	
	hospital_realm_tech_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_technology_cheat_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_realm_province = {
						if = {
							limit = {
								has_hospital = no
							}
							build_holding = {
								type = hospital
								holder = prev
							}
						}
						scmr_build_hp_tech = yes
					}
				}
			}
		}

		
	
	}
	
	
}	