decisions = { 

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

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = mind_cheat_enable
		}

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

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = mind_cheat_enable
		}

		
	}
	
	################
	##Common Cheat##
	################
	
	show_common_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable  
            NOT = { has_character_flag = show_common_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_common_mind
		}

		
	
	}
	
	hide_common_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable 
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_common_mind
		}

		
	
	}
	
	
	add_gold_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				wealth = 10000
			}
		}

		
	}
	
	

	add_prestige_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				prestige = 500
			}
		}

		
	}

    add_piety_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				piety = 500
			}
		}
	}

	add_gold_vassal_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_vassal = {
						wealth = 10000
					}
				}
			}
		}
	}

	spawn_army_10k_mind = {
		ai = no
		
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					capital_scope = {
						holder_scope = {
							scmr_spawn_10k = yes
						}
					}
				}
			}
		}
	}

	spawn_army_100k_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					capital_scope = {
						holder_scope = {
							scmr_spawn_100k = yes
						}
					}
				}
			}
		}
		
		
	}

	spawn_fleet_mind = {
		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
						is_ruler = yes
					}
					scmr_spawn_fleet = yes
				}
			}
		}

		
	}
	
	spawn_army_10k_vassal_mind = {
		ai = no

		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
						is_ruler = yes
					}
					any_vassal = {
						capital_scope = {
							holder_scope = {
								scmr_spawn_10k = yes
							}
						}
					}
				}
			}
		}
		
	}
	
	win_offensive_war_mind = {
		
		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			any_character = {
				has_character_flag = mind_controlled 
				is_primary_war_attacker = yes
			}
		}

		effect = {
			random_character = {
				limit = { 
					has_character_flag = mind_controlled 
				}
				any_war = {
					if = {
						limit = {
							attacker = {
								character = prevprev
							}
						}
						end_war = success
					}
				}
			}
	        
        }
	}
	
	win_defensive_war_mind = {
		
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			any_character = {
				has_character_flag = mind_controlled 
				is_primary_war_defender = yes
			}
		}

		effect = {
	        random_character = {
				limit = { 
					has_character_flag = mind_controlled 
				}
				any_war = {
					if = {
						limit = {
							defender = {
								character = prevprev
							}
						}
						end_war = reverse_demand
					}
				}
			}
        }
	}
	
	end_offensive_war_mind = {
		
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			any_character = {
				has_character_flag = mind_controlled 
				is_primary_war_attacker = yes
			}
		}

		effect = {
			random_character = {
				limit = { 
					has_character_flag = mind_controlled 
				}
				any_war = {
					if = {
						limit = {
							attacker = {
								character = prevprev
							}
						}
						end_war = whitepeace
					}
				}
			}
	        
        }
	}
	
	end_defensive_war_mind = {
		
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			any_character = {
				has_character_flag = mind_controlled 
				is_primary_war_defender = yes
			}
		}

		effect = {
	        random_character = {
				limit = { 
					has_character_flag = mind_controlled 
				}
				any_war = {
					if = {
						limit = {
							defender = {
								character = prevprev
							}
						}
						end_war = whitepeace
					}
				}
			}
        }
	}
	
	
	
	become_independent_mind = {

		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
					independent = no
				}
				set_defacto_liege = THIS
			}
		}
	}

	set_feudal_mind = {

		ai = no
		potential = {
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			any_character = {
				has_character_flag = mind_controlled
				NOT = { government = feudal_government }
			}
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				set_government_type = feudal_government
			}
		}
	}
	
	revoke_all_titles_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_vassal = {
						limit = { 
							NOT = { tier = baron }
							is_nomadic = no 
						}
						any_demesne_title = {
							limit = { 
								is_patrician = no
								mercenary = no
								holy_order = no
								is_landless_type_title = no 
							}
							gain_title = PREVPREV
						}
					}
				}
			}
		}
	}


	kill_all_courtiers_mind = {
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				any_courtier = {
					limit = {
						NOR = { 
							dynasty = PREV
							is_married = PREV
							is_consort = PREV
							is_friend = PREV
							is_lover = PREV
							is_ruler = yes
							is_mother = PREV
							is_father = PREV
						}
					}
					death = { death_reason = death_murder_unknown killer = PREV } 
				}
			}
		}
	}
	
	reveal_realm_plots_mind = {
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				liege = {
					any_realm_character = {
						reveal_plot = PREV
					}
				}
			}
		}
	}
	
	raise_rel_authority_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = show_common_mind
            NOT = { religion_authority = 1}
		}

		allow = {
			always = yes
		}

		effect = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				religion_authority = { modifier = god_amongst_men }
			}
		}
	}

	
	
	####################
	##Culture Religion##
	####################
	
	show_religion_culture_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            NOT = { has_character_flag = show_religion_culture_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_religion_culture_mind
		}

		
	
	}
	
	hide_religion_culture_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_religion_culture_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_religion_culture_mind
		}

		
	
	}
	
	

	convert_demesne_culture_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				any_demesne_title = {
					if = {
						limit = {
							tier = count
						}
						location = {
						if = {
							limit = {
								not = {
									culture = prevprev
								}
							}
							culture = prevprev
						}
					}
				}
			}
		}
	}
}


		
	}

	convert_demesne_religion_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_demesne_title = {
						if = {
							limit = {
								tier = count
							}
							location = {
								if = {
									limit = {
										not = {
											religion = prevprev
										}
									}
									religion = prevprev
								}
							}
						}
					}
				}
			}
		}


		
	}

	convert_realm_culture_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
			random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_realm_character = {
					    culture = PREV
				    }
				    any_realm_province = {
					    culture = PREV
				    }
				}
			}
		}

		
	}

	convert_realm_religion_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
			   random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_realm_character = {
					    religion = PREV
				    }
				    any_realm_province = {
					    religion = PREV
				    }
				}
			}
		}
		
	}

	convert_realm_ethnicity_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_realm_character = {
					    set_graphical_culture = PREV
				    }
				}
			}
		}

		
	}
	
	convert_vassal_culture_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
			    random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_vassal = {
						limit = {
							not = {
						culture = prev
					}
				}
				culture = prev
						}
				}
			}
		}

		
	}

	convert_vassal_religion_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
			    random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_vassal = {
						limit = {
							not = {
						religion = prev
					}
				}
				religion = prev
						}
				}
			}
		}

		
	}
	
	convert_courtier_culture_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
			   random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_courtier =
			{
				limit = 
				{
					not =
					{
						culture = prev
					}
				}
				culture = prev
			}
				}
			}
		}

		
	}

	convert_courtier_religion_mind = {

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

		allow = {
			always = yes
		}

		effect = {
		    hidden_tooltip = {
				random_character = {
				limit = {
					has_character_flag = mind_controlled
				}
				    any_courtier =
			{
				limit = 
				{
					not =
					{
						religion = prev
					}
				}
				religion = prev
			}
				}
			}
		}

		
	}
	
	
	
	#####################
	##Building Modifier##
	#####################
	show_building_modifier_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            NOT = { has_character_flag = show_building_modifier_mind }
		}

		allow = {
			always = yes
		}

		effect = {
            set_character_flag = show_building_modifier_mind
		}

		
	
	}
	
	hide_building_modifier_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
            clr_character_flag = show_building_modifier_mind
		}

		
	
	}
	
	enable_quick_move_mind = {
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}  
					capital_holding = {
						if = {
							limit = {
								holding_type = castle
							}
							add_building = ca_quick_move
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							add_building = tp_quick_move
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							add_building = no_quick_move
						}
						else_if = {
							limit = {
								holding_type = city
							}
							add_building = ct_quick_move
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							add_building = tr_quick_move
						}
				   
					}
				}
			}
        }
	}

	disable_quick_move_mind = {
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					capital_holding = {
						if = {
							limit = {
								holding_type = castle
							}
							remove_building = ca_quick_move
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							remove_building = tp_quick_move
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							remove_building = no_quick_move
						}
						else_if = {
							limit = {
								holding_type = city
							}
							remove_building = ct_quick_move
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							remove_building = tr_quick_move
						}
					}
				}
			}
		}
	}	
	
	build_demesne_hold_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_cheat_enable
			has_character_flag = show_building_modifier_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 = yes
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							scmr_build_temple = yes
						}
						else_if = {
							limit = {
								holding_type = city
							}
							scmr_build_city = yes
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							scmr_build_tb = yes
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							scmr_build_nd = yes
						}
						
					}
				}
			}	
		}	

		
	}
	
	dismantle_demesne_hold_mind = {

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

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}   
					any_demesne_title = {
						if = {
							limit = {
								holding_type = castle
							} 
							scmr_dismantle_castle = yes
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							scmr_dismantle_temple = yes
						}
						else_if = {
							limit = {
								holding_type = city
							}
							scmr_dismantle_city = yes
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							scmr_dismantle_tb = yes
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							scmr_dismantle_nd = yes
						}
					}
				}
			}	
		}	

		
	}
	
	build_realm_hold_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_cheat_enable
			has_character_flag = show_building_modifier_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 = yes
							}
							else_if = {
								limit = {
									holding_type = temple
								}
								scmr_build_temple = yes
							}
							else_if = {
								limit = {
									holding_type = city
								}
								scmr_build_city = yes
							}
							else_if = {
								limit = {
									holding_type = tribal
								}
								scmr_build_tb = yes
							}
							else_if = {
								limit = {
									holding_type = nomad
								}
								scmr_build_nd = yes
							}
						}	
					}
					any_demesne_title = {
						if = {
							limit = {
								holding_type = castle
							} 
							scmr_build_castle = yes
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							scmr_build_temple = yes
						}
						else_if = {
							limit = {
								holding_type = city
							}
							scmr_build_city = yes
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							scmr_build_tb = yes
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							scmr_build_nd = yes
						}
						
					}
				}
			}
		}

		
	}
	
	dismantle_realm_hold_mind = {

		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
            has_character_flag = mind_cheat_enable
			has_character_flag = show_building_modifier_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_dismantle_castle = yes
							}
							else_if = {
								limit = {
									holding_type = temple
								}
								scmr_dismantle_temple = yes
							}
							else_if = {
								limit = {
									holding_type = city
								}
								scmr_dismantle_city = yes
							}
							else_if = {
								limit = {
									holding_type = tribal
								}
								scmr_dismantle_tb = yes
							}
							else_if = {
								limit = {
									holding_type = nomad
								}
								scmr_dismantle_nd = yes
							}
						}	
					}
					any_demesne_title = {
						if = {
							limit = {
								holding_type = castle
							} 
							scmr_dismantle_castle = yes
						}
						else_if = {
							limit = {
								holding_type = temple
							}
							scmr_dismantle_temple = yes
						}
						else_if = {
							limit = {
								holding_type = city
							}
							scmr_dismantle_city = yes
						}
						else_if = {
							limit = {
								holding_type = tribal
							}
							scmr_dismantle_tb = yes
						}
						else_if = {
							limit = {
								holding_type = nomad
							}
							scmr_dismantle_nd = yes
						}
					}
				}
			}
		}

		
	}
	
	build_demesne_hospital_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_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
							}
						}
					}
				}
			}
		}	

		
	
	}
	
	destroy_demesne_hospital_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}    
					any_demesne_province={
						if = {
							limit = {
									has_hospital = yes
							}
							destroy_hospital = THIS
						}
					}
				}
			}
		}	

		
	
	}
	
	build_demesne_hospital_up_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_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 = yes
					}
				}
			}
		}

		
	
	}
	
	
	
	build_realm_hospital_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_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
							}
						}
					}
				}
			}	
		}
		
	
	}
	
	destroy_realm_hospital_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}    
					any_realm_province={
						if = {
							limit = {
									has_hospital = yes
								}
							destroy_hospital = THIS
						}
					}
				}
			}	
		}
		
	
	}
	
	build_realm_hospital_up_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_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 = yes
					}
				}
			}
		}

		
	
	}
	
	
	build_family_palace_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					scmr_build_fp = yes
				}
			}
		}
		

		
	
	}
	
	dismantle_family_palace_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					scmr_dismantle_fp = yes
				}
			}
		}
		

		
	
	}

	charge_demesne_soldier_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}    
					any_demesne_title =
					{
						limit =
						{
							tier = baron				
						}
						refill_holding_levy = yes
					}
				}
			}
		}
		
	
	}

	charge_realm_soldier_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}   
					any_demesne_title = {
						limit = {
							tier = baron				
						}
						refill_holding_levy = yes
					}
					any_realm_lord = {
						any_demesne_title = {
							limit = {
								tier = baron				
							}
							refill_holding_levy = yes
						}
					}	
				}
			}
		}

		
	
	}
	
	remove_demesne_modifier_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}
					any_demesne_title = {
						limit = {
							tier = baron
						}
						scmr_holding_modifier = yes
					}
					any_demesne_province = {
						scmr_province_modifier = yes
					}
				}
			}
		}
		

		
	
	}
	
	remove_realm_modifier_mind = {
	
		ai = no
		potential = {
		    
            has_character_flag = mind_control_enabled
			has_character_flag = mind_cheat_enable
            has_character_flag = show_building_modifier_mind
		}

		allow = {
			always = yes
		}

		effect = {
			hidden_tooltip = {
				random_character = {
					limit = {
						has_character_flag = mind_controlled
					}   
					any_realm_lord = {
						any_demesne_title = {
							limit = {
								tier = baron				
							}
							scmr_holding_modifier = yes
						}
					}
					any_demesne_title = {
						limit = {
							tier = baron
						}
						scmr_holding_modifier = yes	
					}
					any_realm_province = {
						scmr_province_modifier = yes
					}	
				}
			}	
		}
		

		
	
	}
	
}	