decisions = {

	toggle_vassalmanagement = {
		only_playable = yes
		potential = {
			ai = no
		}
		effect = {
			if = {
				limit = {
					NOT = { has_character_flag = toggle_vassalmanagement }
				}
				set_character_flag = toggle_vassalmanagement
				break = yes
			}
			clr_character_flag = toggle_vassalmanagement
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	vassalize_count = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_demesne_province = {
				NOT = { has_province_flag = keep_it }
			}
			any_demesne_province = {
				has_province_flag = keep_it
			}
			NOR = {
				#any_demesne_title = {
				#	holding_type = castle
				#	tier = baron
				#	is_capital = no
				#}
				any_demesne_title = {
					holding_type = city
					tier = baron
					is_capital = no
				}
				any_demesne_title = {
					holding_type = temple
					tier = baron
					is_capital = no
				}
				any_demesne_title = {
					holding_type = tribal
					tier = baron
					is_capital = no
				}
			}
		}
		effect = {
			character_event = { id = vassalize_count.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	vassalize_baron = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_demesne_title = {
				holding_type = castle
				tier = baron
				NOT = { tier = count }
				is_capital = no
			}
		}
		effect = {
			character_event = { id = vassalize_baron.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
		
	vassalize_outside_baron = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_demesne_province = {
				has_province_flag = keep_it
			}
			any_realm_province = {
				NOT = { has_province_flag = keep_it }
				any_province_holding = {
					owner = { character = ROOT }
					holding_type = castle
					tier = baron
					NOT = { tier = count }
					is_capital = no
				}
			}
		}
		effect = {
			character_event = { id = vassalize_outside_baron.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	vassalize_tribe = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_demesne_title = {
				holding_type = tribal
				tier = baron
				NOT = { tier = count }
				is_capital = no
			}
		}
		effect = {
			character_event = { id = vassalize_tribe.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	vassalize_priest = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_demesne_title = {
				holding_type = temple
				tier = baron
				NOT = { tier = count }
				is_capital = no
			}
		}
		effect = {
			character_event = { id = vassalize_priest.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	vassalize_mayor = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_demesne_title = {
				holding_type = city
				tier = baron
				NOT = { tier = count }
				is_capital = no
			}
		}
		effect = {
			character_event = { id = vassalize_mayor.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	flag_province = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			capital_scope = {
				NOT = { has_province_flag = keep_it }
			}
		}
		effect = {
			province_event = { id = flag_province_p_event.250001 }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	unflag_province = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			capital_scope = {
				has_province_flag = keep_it
			}
		}
		effect = {
			province_event = { id = unflag_province_p_event.250001 }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	flag_province_marshal = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			OR = {
				any_vassal = {
					has_job_title = job_marshal
					location = {
						NOT = { has_province_flag = keep_it }
					}
				}
				any_courtier = {
					has_job_title = job_marshal
					location = {
						NOT = { has_province_flag = keep_it }
					}
				}
			}
		}
		effect = {
			province_event = { id = flag_province_marshal.250001 }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
	unflag_province_marshal = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			OR = {
				any_vassal = {
					has_job_title = job_marshal
					location = {
						has_province_flag = keep_it
					}
				}
				any_courtier = {
					has_job_title = job_marshal
					location = {
						has_province_flag = keep_it
					}
				}
			}
		}
		effect = {
			province_event = { id = unflag_province_marshal.250001 }
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	banish_all = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
		}
		effect = {
			character_event = { id = banish_all.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	revoke_all = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
		}
		effect = {
			character_event = { id = revoke_all.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}

	revoke_all_others = {
		only_playable = yes
		potential = {
			ai = no
			has_character_flag = toggle_vassalmanagement
			any_vassal = {
				OR = {
					NOT = { religion = ROOT }
					NOT = { culture = ROOT }
				}
			}
		}
		effect = {
			character_event = { id = revoke_all_others.250001 }	
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 0
		}
	}
	
}