decisions = {
	raise_cheat_fleet = {
		potential = {
			ai = no
		}
		allow = {
			wealth = 0
		}
		effect = {
			capital_scope = {
				holder_scope = {
					spawn_fleet = {
						owner = THIS
						province = closest
						troops = {
							galleys = { 60 60 }
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	raise_cheat_units = {
		potential = {
			ai = no
		}
		allow = {
			wealth = 0
		}
		effect = {
			capital_scope = {
				holder_scope = {
					spawn_unit = {
						owner = THIS
						province = PREV
						leader = none
						troops = {
							knights = { 50 50 }
							light_cavalry = { 150 150 }
							light_infantry = { 300 300 }
							heavy_infantry = { 200 200 }
							archers = { 300 300 }
						}
						attrition = 1.0
						reinforcing = yes
						reinforce_rate_multiplier = 0.5
						maintenance_multiplier = 0.1
						merge = yes
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						leader = none
						troops = {
							knights = { 50 50 }
							light_cavalry = { 150 150 }
							light_infantry = { 300 300 }
							heavy_infantry = { 200 200 }
							archers = { 300 300 }
						}
						attrition = 1.0
						reinforcing = yes
						reinforce_rate_multiplier = 0.5
						maintenance_multiplier = 0.1
						merge = yes
					}
					spawn_unit = {
						owner = THIS
						province = PREV
						leader = none
						troops = {
							knights = { 50 50 }
							light_cavalry = { 150 150 }
							light_infantry = { 300 300 }
							heavy_infantry = { 200 200 }
							archers = { 300 300 }
						}
						attrition = 1.0
						reinforcing = yes
						reinforce_rate_multiplier = 0.5
						maintenance_multiplier = 0.1
						merge = yes
					}
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}

targetted_decisions = {
	cheat_events = {
		filter = realm
		ai_target_filter = self

		from_potential = {
			ai = no
		}
		potential = {
			prisoner = no
		}
		allow = {
			prisoner = no
		}
		effect = {
			character_event = { id = cheat.0 }
			character_event = { id = cheat.1 }
			character_event = { id = cheat.2 }
		}
		ai_will_do = {
			factor = 0
		}
	}

	dorian_grey_dec = {
		filter = self
		ai_target_filter = self

		from_potential = {
			ai = no
		}
		potential = {
			prisoner = no
			NOT = { trait = dorian_greyed }
		}
		allow = {
			prisoner = no
		}
		effect = {
			add_trait = dorian_greyed
		}
		ai_will_do = {
			factor = 0
		}
	}

	dorian_grey_other_dec = {
		filter = self
		ai_target_filter = self

		from_potential = {
			ai = no
			trait = dorian_greyed
		}
		potential = {
			is_ruler = yes
			prisoner = no
			NOT = { trait = dorian_greyed }
		}
		allow = {
			prisoner = no
		}
		effect = {
			add_trait = dorian_greyed
		}
		ai_will_do = {
			factor = 0
		}
	}

	cheat_favor = {
		filter = realm
		ai_target_filter = self

		from_potential = {
			ai = no
			has_dlc = "Zeus"
		}
		potential = {
			is_voter = yes
			NOT = { owes_favor_to = FROM }
		}
		allow = {
			prisoner = no
		}
		effect = {
			reverse_add_favor = FROM
		}
		ai_will_do = {
			factor = 0
		}
	}

	culture_religion = {
		filter = sub_realm
		ai_target_filter = self

		from_potential = {
			ai = no
		}
		potential = {
			OR = {
				demesne_size = 0
				tier = BARON
			}
			NAND = {
				culture = FROM
				religion = FROM
			}
		}
		allow = {
			ROOT = { is_alive = yes }
			FROM = { ai = no }
		}
		effect = {
			culture = FROM
			religion = FROM
		}
		ai_will_do = {
			factor = 0
		}
	}

	cheat_kill_character = {
		filter = all
		ai_target_filter = self

		from_potential = {
			ai = no
		}
		potential = {
			is_alive = yes
		}
		allow = {
			is_alive = yes
		}
		effect = {
			ROOT = {
				save_event_target_as = SinCheatVictim
			}
			FROM = {
				set_character_flag = sin_death1
				save_event_target_as = SinCheatKiller
				character_event = { id = cheat.15 }
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	become_lover = {
		filter = all
		ai_target_filter = self

		from_potential = {
			ai = no
			prisoner = no
			NOT = { is_rival = ROOT }
			NOT = { is_lover = ROOT }
			NOT = { is_former_lover = ROOT }
			NOT = { num_of_lovers = 5 }
		}
		potential = {
			NOT = { is_rival = FROM }
			NOT = { is_lover = FROM }
			NOT = { is_former_lover = FROM }
			NOT = { num_of_lovers = 5 }
		}
		allow = {
			is_alive = yes
		}
		effect = {
			add_lover = FROM
		}
		ai_will_do = {
			factor = 0
		}
	}

	match_laws = {
		filter = realm
		ai_target_filter = self
		from_potential = {
			ai = no
			prisoner = no
		}
		potential = {
		}
		allow = {
			prisoner = no
		}
		effect = {
			ROOT = {
				any_vassal = {
					limit = {
						government = feudal_government
						higher_tier_than = BARON
					}
					primary_title = { succession = primogeniture }
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}

	force_move_character = {
		filter = all
		ai_target_filter = self

		from_potential = {
			ai = no
		}
		potential = {
			is_alive = yes
			NOT = { character = FROM }
			is_ruler = no
		}
		allow = {
		}
		effect = {
			move_character = FROM
		}
		ai_will_do = {
			factor = 0
		}
	}

	force_join_dynasty = {
		filter = self
		ai_target_filter = self
		from_potential = {
			ai = no
		}
		potential = {
			FROM = {
				any_child = {
					NOT = {
						dynasty = FROM
					}
				}
			}
		}
		allow = {
			FROM = {
				NOT = { trait = bastard }
			}
		}
		effect = {
			FROM = {
				any_child = {
					dynasty = FROM
					any_child = {
						dynasty = FROM
						any_child = {
							dynasty = FROM
						}
					}
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}