decisions = {
	form_kingdom_high_elven = {
		is_high_prio = yes
		potential = {
			NOT = { has_landed_title = k_high_elven}
			OR = {
				has_landed_title = e_elven
				culture = high_elven
			}
			is_playable = yes
			OR = {
				tier = DUKE
				tier = EMPEROR 
			}
			OR = {
				ai = no
				AND = {
					trait = proud
					prestige = 5000
				}
				AND = {
					trait = ambitious
					prestige = 5000
				}
				prestige = 15000
			}
		}
		allow = {
			is_adult = yes
			prisoner = no
			NOT = { trait = incapable }
			independent = yes
			prestige = 600
			OR = {
				realm_size = 35
				custom_tooltip = {
					text = form_new_kingdom_requirement_tooltip
					hidden_tooltip = {
						any_demesne_title = {
							count = 3
							tier = DUKE
						}
					}
				}
			}
			wealth = 300
		}
		effect = {
			custom_tooltip = { text = form_kingdom_high_elven_tooltip }
			wealth = -300
			primary_title = {
				k_high_elven = {
					grant_title = ROOT
					copy_title_laws = PREVPREV
				}
			}
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
	
	form_kingdom_dark_elven = {
		is_high_prio = yes
		potential = {
			NOT = { has_landed_title = k_dark_elven}
			OR = {
				has_landed_title = e_elven
				culture = dark_elven
			}
			is_playable = yes
			OR = {
				tier = DUKE
				tier = EMPEROR 
			}
			OR = {
				ai = no
				AND = {
					trait = proud
					prestige = 5000
				}
				AND = {
					trait = ambitious
					prestige = 5000
				}
				prestige = 15000
			}
		}
		allow = {
			is_adult = yes
			prisoner = no
			NOT = { trait = incapable }
			independent = yes
			prestige = 600
			OR = {
				realm_size = 35
				custom_tooltip = {
					text = form_new_kingdom_requirement_tooltip
					hidden_tooltip = {
						any_demesne_title = {
							count = 3
							tier = DUKE
						}
					}
				}
			}
			wealth = 300
		}
		effect = {
			custom_tooltip = { text = form_kingdom_dark_elven_tooltip }
			wealth = -300
			primary_title = {
				k_dark_elven = {
					grant_title = ROOT
					copy_title_laws = PREVPREV
				}
			}
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
	
	form_kingdom_forest_elven = {
		is_high_prio = yes
		potential = {
			NOT = { has_landed_title = k_forest_elven}
			OR = {
				has_landed_title = e_elven
				culture = forest_elven
			}
			is_playable = yes
			OR = {
				tier = DUKE
				tier = EMPEROR 
			}
			OR = {
				ai = no
				AND = {
					trait = proud
					prestige = 5000
				}
				AND = {
					trait = ambitious
					prestige = 5000
				}
				prestige = 15000
			}
		}
		allow = {
			is_adult = yes
			prisoner = no
			NOT = { trait = incapable }
			independent = yes
			prestige = 600
			OR = {
				realm_size = 35
				custom_tooltip = {
					text = form_new_kingdom_requirement_tooltip
					hidden_tooltip = {
						any_demesne_title = {
							count = 3
							tier = DUKE
						}
					}
				}
			}
			wealth = 300
		}
		effect = {
			custom_tooltip = { text = form_kingdom_forest_elven_tooltip }
			wealth = -300
			primary_title = {
				k_forest_elven = {
					grant_title = ROOT
					copy_title_laws = PREVPREV
				}
			}
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
	
	form_empire_elven = {
		is_high_prio = yes
		potential = {
			culture_group = elven
			is_playable = yes
			tier = KING
			OR = {
				ai = no
				AND = {
					trait = proud
					prestige = 8000
				}
				AND = {
					trait = ambitious
					prestige = 8000
				}
				prestige = 20000
			}
		}
		allow = {
			is_adult = yes
			prisoner = no
			NOT = { trait = incapable }
			independent = yes
			has_landed_title = b_praha
			prestige = 2400
			OR = {
				realm_size = 100
				custom_tooltip = {
					text = form_new_empire_requirement_tooltip
					hidden_tooltip = {
						any_demesne_title = {
							count = 3
							tier = KING
						}
					}
				}
			}
			wealth = 500
		}
		effect = {
			custom_tooltip = { text = form_empire_elven_tooltip }
			wealth = -500
			primary_title = {
				e_elven = {
					grant_title = ROOT
					copy_title_laws = yes
				}
			}
			chronicle = {
				entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE
				portrait = [Root.GetID]
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
	
	vassal_elven_blinding_decision = {
		only_playable = yes
		filter = court
		ai_target_filter = court
	
		from_potential = {
			has_dlc = "Legacy of Rome"
			is_playable = yes
			culture = dark_elven
		}
	
		potential = {
			host = { character = FROM }
			prisoner = yes
			NOT = { trait = blinded }
		}
		allow = {
			prisoner = yes
		}
		effect = {
			hidden_tooltip = {
				FROM = {
					character_event = { id = LoR.830 }
				}
			}
			character_event = { id = LoR.831 tooltip = "EVTTOOLTIPLoR.831" }
			if = {
				limit = {
					trait = one_eyed
				}
				remove_trait = one_eyed
			}
			add_trait = blinded
			if = {
				limit = { 
					has_game_rule = {
						name = punishment_release_prisoner
						value = on
					}
				}
				prisoner = no
			}
			opinion = {
				modifier = opinion_blinded_me
				who = FROM
			}
			FROM = {
				if = {
					limit = { NOT = { trait = cruel } }
					random = {
						chance = 25
						add_trait = cruel
						hidden_tooltip = {
							character_event = { id = 38259 }
						}
					}
				}
				piety = -50
			}
			hidden_tooltip = {
				mother = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = FROM
					}
				}
				father = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = FROM
					}
				}
				spouse = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = FROM
					}
				}
				any_child = {
					opinion = {
						modifier = opinion_blinded_close_kin
						who = FROM
					}
				}
				if = {
					limit = {
						FROM = {
							NOT = { dynasty = ROOT }
							NOT = { sibling = ROOT }
						}
					}
					any_sibling = {
						opinion = {
							modifier = opinion_blinded_close_kin
							who = FROM
						}
					}
					any_dynasty_member = {
						opinion = {
							modifier = opinion_blinded_family
							who = FROM
						}
					}
				}
				FROM = {
					remove_opinion = { who = ROOT modifier = opinion_traitor }
					remove_opinion = { who = ROOT modifier = opinion_rebel_traitor }
					remove_opinion = { who = ROOT modifier = opinion_dishonorable }
				}
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
			
			modifier = {
				factor = 0
				OR = {
					reverse_opinion = { who = FROM value = 40 }
					FROM = { NOT = { piety = 100 } }
					FROM = { LIEGE = { dynasty = ROOT } }
				}
			}
			modifier = {
				factor = 0
				FROM = { trait = kind }
			}
			modifier = {
				factor = 0.4 # Less likely to do it
			}
			modifier = {
				factor = 2
				is_pretender = yes
				FROM = {
					OR = {
						is_pretender = yes
						is_primary_heir = yes
					}
				}
			}
		}
	}
	
	create_imperial_rangers = {
		potential = {
			culture_group = elven
			is_playable = yes
			has_landed_title = e_elven
			NOT = { has_global_flag = imperial_rangers_created }
			OR = {
				ai = no
				AND = {
					trait = proud
					prestige = 1000
				}
				AND = {
					trait = ambitious
					prestige = 1000
				}
				prestige = 2000
			}
		}
		allow = {
			is_adult = yes
			prisoner = no
			independent = yes
			prestige = 1200
			OR = {
				war = yes
				trait = proud
				trait = ambitious
			}
			wealth = 250
		}
		effect = {
			hidden_tooltip = { set_global_flag = imperial_rangers_created }
			location = {
				ROOT = {
					spawn_unit = {
						province = PREV
						owner = ROOT
						home = ROOT
						earmark = imperial_rangers
						troops = {
							archers = { 625 625 }
							horse_archers = { 375 375 }
						}
						attrition = 1.0
						disband_on_peace = no
						reinforces = yes
						maintenance_multiplier = 0.2
					}
				}
			}
			wealth = -250
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
	
	build_great_gate = {
		potential = {
			culture_group = elven
			is_playable = yes
			has_landed_title = e_elven
			NOT = { has_global_flag = great_gate_was_built }
			OR = {
				ai = no
				AND = {
					trait = proud
					prestige = 1250
				}
				AND = {
					trait = ambitious
					prestige = 1250
				}
				prestige = 2500
			}
		}
		allow = {
			is_adult = yes
			prisoner = no
			independent = yes
			has_landed_title = b_praha
			b_praha = {
				custom_tooltip = {
					text = castle_required_tooltip
					hidden_tooltip = { has_building = ca_wall_4 }
				}
			}
			wealth = 450
		}
		effect = {
			custom_tooltip = {
				text = great_gate_being_built_tooltip
				hidden_tooltip = { 
					set_global_flag = great_gate_was_built
					set_character_flag = great_gate_being_built
				}
			}
			if = {
				limit = {
					b_praha = { has_building = ca_wall_5 }
				}
				wealth = -450
			}
			else = {
				wealth = -600
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
}