decisions = {
	crown_belgium = {
		is_high_prio = yes
		desc = crown_belgium
		potential = {
			is_playable = yes
			OR = {
				culture = dutch
				culture = frankish
				culture = flemish
				culture = wallonian
			}
			OR = {
				tier = KING
				tier = DUKE
			}
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			OR = {
				has_landed_title = d_brabant
				has_landed_title = d_flanders
			}
			k_belgium = { has_holder = no }

			NOT = { is_nomadic = yes }
			NOT = { is_tribal = yes }
			NOT = { is_female = yes }
		}

		allow = {
			war = no
			is_adult = yes
			OR = {
				culture = dutch
				culture = frankish
				culture = flemish
				culture = wallonian
			}
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 500
			wealth = 100
			OR = {
				independent = yes
				liege = { tier = EMPEROR }
			}
			NOR = { 
				tier = EMPEROR
				tier = KING 
			}
			has_landed_title = d_brabant
			NOT = {
				primary_title = { title = k_france }
				primary_title = { title = k_frisia }
			}
			completely_controls = d_brabant
			realm_size = 5
		}
		
		effect = {
			set_character_flag = crown_belgium_flag
			#if/else
			if = {
				limit = { independent = no }
				liege = {
					primary_title = {
						k_belgium = {
							grant_title = ROOT
							if = {
								limit = { NOT = { has_landed_title = c_brabant } }
								hidden_tooltip = {
									c_brabant = { grant_title = ROOT }
								}
							}
							hidden_tooltip = {
								ROOT = { set_defacto_liege = PREVPREV }
							}
							
							hidden_tooltip = { make_primary_title = yes }
							
							add_law_w_cooldown = crown_authority_2
							add_law = centralization_2
							add_law_w_cooldown = succ_primogeniture
						}
						hidden_tooltip = { remove_claim = k_belgium }
					}
				}
			}
			if = { # if he is independent
				limit = { NOT = { independent = no } }
				primary_title = {
					k_belgium = {
						grant_title = ROOT
						if = {
							limit = { NOT = { has_landed_title = c_brabant } }
							hidden_tooltip = {
								c_brabant = { grant_title = ROOT }
							}
						}
						
						hidden_tooltip = { make_primary_title = yes }
						add_law_w_cooldown = crown_authority_2
						add_law = centralization_2
						add_law_w_cooldown = succ_primogeniture
					}
				}
			}
			#end if/else
			
			#set the capital to Brabant if not already
			if = {
				limit = {
					NOT = {
						capital_scope = { province_id = 117 }
					}
				}
				117 = { #Brabant
					ROOT = { capital = PREV }
				}
			}
			
			# Bring Belgium into Francia
			hidden_tooltip = { k_belgium = { de_jure_liege = e_france } }
			d_brabant = { de_jure_liege = k_belgium }
			d_flanders = { de_jure_liege = k_belgium }
			c_liege = { de_jure_liege = d_brabant }
			c_loon = { de_jure_liege = d_brabant }
			c_boulogne = { de_jure_liege = d_normandy }
			c_guines = { de_jure_liege = d_normandy }
			
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_the_great
			}
			
			military_techpoints = 100
			economy_techpoints = 400
			prestige = 1000
			
			wealth = -100
			
			character_event = { id = BE.0002 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	crown_luxembourg = {
		is_high_prio = yes
		desc = crown_luxembourg
		potential = {
			is_playable = yes
			culture = german
			tier = DUKE
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			OR = {
				has_landed_title = c_luxembourg
				has_landed_title = d_luxembourg
			}
			k_luxembourg = { has_holder = no }

			NOT = { is_nomadic = yes }
			NOT = { is_tribal = yes }
			NOT = { is_female = yes }
		}

		allow = {
			war = no
			is_adult = yes
			culture = german
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 500
			wealth = 100
			OR = {
				independent = yes
				liege = { tier = EMPEROR }
			}
			NOR = { 
				tier = EMPEROR
				tier = KING 
			}
			AND = {
				has_landed_title = c_luxembourg
				has_landed_title = d_luxembourg
			}
			NOT = {
				primary_title = { title = k_lotharingia }
				primary_title = { title = k_france }
				primary_title = { title = k_germany }
			}
		}

		effect = {
			set_character_flag = crown_belgium_flag
			#if/else
			if = {
				limit = { independent = no }
				liege = {
					primary_title = {
						k_luxembourg = {
							grant_title = ROOT
							if = {
								limit = { NOT = { has_landed_title = c_luxembourg } }
								hidden_tooltip = {
									c_luxembourg = { grant_title = ROOT }
								}
							}
							hidden_tooltip = {
								ROOT = { set_defacto_liege = PREVPREV }
							}
							
							hidden_tooltip = { make_primary_title = yes }
							
							add_law_w_cooldown = crown_authority_2
							add_law = centralization_2
							add_law_w_cooldown = succ_primogeniture
						}
						hidden_tooltip = { remove_claim = k_luxembourg }
					}
				}
			}
			if = { # if he is independent
				limit = { NOT = { independent = no } }
				primary_title = {
					k_luxembourg = {
						grant_title = ROOT
						if = {
							limit = { NOT = { has_landed_title = c_luxembourg } }
							hidden_tooltip = {
								c_luxembourg = { grant_title = ROOT }
							}
						}
						
						hidden_tooltip = { make_primary_title = yes }
						add_law_w_cooldown = crown_authority_2
						add_law = centralization_2
						add_law_w_cooldown = succ_primogeniture
					}
				}
			}
			#end if/else
			
			#set the capital to Luxembourg if not already
			if = {
				limit = {
					NOT = {
						capital_scope = { province_id = 115 }
					}
				}
				115 = { #Luxembourg
					ROOT = { capital = PREV }
				}
			}
			
			# Bring Luxembourg into the HRE
			hidden_tooltip = { k_luxembourg = { de_jure_liege = e_hre } }
			d_luxembourg = { de_jure_liege = k_luxembourg }
			c_liege = { de_jure_liege = d_brabant }
			c_loon = { de_jure_liege = d_brabant }
			c_julich = { de_jure_liege = d_koln }
			
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_the_great
			}
			
			military_techpoints = 100
			economy_techpoints = 400
			prestige = 1000
			
			wealth = -100
			
			character_event = { id = BE.0003 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	unite_netherlands = {
		is_high_prio = yes
		desc = unite_netherlands
		potential = {
			is_playable = yes
			culture = dutch
			tier = DUKE
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			OR = {
				has_landed_title = d_holland
				has_landed_title = d_gelre
			}
			AND = {
				k_netherlands = { has_holder = no }
				k_republic_netherlands = { has_holder = no }
			}

			NOT = { is_nomadic = yes }
			NOT = { is_tribal = yes }
			NOT = { is_female = yes }
		}

		allow = {
			war = no
			adult = yes
			culture = dutch
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 500
			wealth = 100
			OR = {
				independent = yes
				liege = { tier = EMPEROR }
			}
			NOR = { 
				tier = EMPEROR
				tier = KING 
			}
			AND = {
				has_landed_title = d_holland
				has_landed_title = d_gelre
			}
			NOR = {
				primary_title = { title = k_germany }
				primary_title = { title = k_frisia }
			}
			completely_controls = d_holland
			realm_size = 5
		}

		effect = {
			hidden_tooltip = {
				set_character_flag = event_pause
			}
			narrative_event = { id = BE.0004 }
		}
		revoke_allowed = {
			always = no
		}
	}

	claim_belgium = {
		is_high_prio = yes
		desc = claim_belgium
		potential = {
			is_playable = yes
			culture = dutch
			has_landed_title = k_netherlands
			k_belgium = { has_holder = yes }
			NOT = { tier = EMPEROR }
			NOT = { has_character_flag = claim_belgium_flag }
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}

			NOT = { is_nomadic = yes }
			NOT = { is_tribal = yes }
			NOT = { is_female = yes }
		}

		allow = {
			war = no
			adult = yes
			culture = dutch
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 500
			wealth = 100
			has_landed_title = k_netherlands
			NOT = { completely_controls = k_belgium }
		}

		effect = {
			set_character_flag = claim_belgium_flag
			ROOT = {
				add_pressed_claim = k_belgium
			}
			wealth = -100
			character_event = { id = BE.0005 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	crown_seventeen_provinces = {
		is_high_prio = yes
		desc = crown_seventeen_provinces
		potential = {
			is_playable = yes
			culture = dutch
			has_landed_title = k_netherlands
			k_belgium = { has_holder = yes }
			NOT = { tier = EMPEROR }
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}

			NOT = { is_nomadic = yes }
			NOT = { is_tribal = yes }
			NOT = { is_female = yes }
		}

		allow = {
			war = no
			adult = yes
			culture = dutch
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 1000
			wealth = 200
			NOT = { tier = EMPEROR }
			AND = {
				has_landed_title = k_netherlands
				has_landed_title = k_belgium
			}
			NOR = {
				primary_title = { title = k_germany }
				primary_title = { title = k_frisia }
			}
			completely_controls = k_netherlands
			realm_size = 15
		}

		effect = {
			set_character_flag = crown_seventeen_provinces_flag
			#if/else
			if = {
				limit = { independent = no }
				liege = {
					primary_title = {
						e_seventeen_provinces = {
							grant_title = ROOT
							if = {
								limit = { NOT = { has_landed_title = c_holland } }
								hidden_tooltip = {
									c_holland = { grant_title = ROOT }
								}
							}
							hidden_tooltip = {
								ROOT = { set_defacto_liege = PREVPREV }
							}
							
							hidden_tooltip = { make_primary_title = yes }
							
							add_law_w_cooldown = crown_authority_2
							add_law = centralization_2
							add_law_w_cooldown = succ_primogeniture
						}
						hidden_tooltip = { remove_claim = e_seventeen_provinces }
					}
				}
			}
			if = { # if he is independent
				limit = { NOT = { independent = no } }
				primary_title = {
					e_seventeen_provinces = {
						grant_title = ROOT
						if = {
							limit = { NOT = { has_landed_title = c_holland } }
							hidden_tooltip = {
								c_holland = { grant_title = ROOT }
							}
						}
						
						hidden_tooltip = { make_primary_title = yes }
						add_law_w_cooldown = crown_authority_2
						add_law = centralization_2
						add_law_w_cooldown = succ_primogeniture
					}
				}
			}
			#end if/else
			
			#set the capital to Holland if not already
			if = {
				limit = {
					NOT = {
						capital_scope = { province_id = 80 }
					}
				}
				80 = { #Holland
					ROOT = { capital = PREV }
				}
			}
			
			# Bring the kingdoms into the Empire
			k_netherlands = { de_jure_liege = e_seventeen_provinces }
			k_belgium = { de_jure_liege = e_seventeen_provinces }
			
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_the_great
			}
			
			military_techpoints = 100
			economy_techpoints = 400
			prestige = 1000
			
			wealth = -200
			
			character_event = { id = BE.0006 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	convert_to_flemish = {
		is_high_prio = yes
		desc = convert_to_flemish
		potential = {
			is_playable = yes
			culture = frankish
			capital_scope = { culture = flemish }
		}

		allow = {
			culture = frankish
		}

		effect = {
			culture = flemish
			any_courtier = {
				limit = {
					culture = frankish
					employer = {
						character = ROOT
					}
					dynasty = ROOT
				}
				culture = flemish
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}

	convert_to_wallonian = {
		is_high_prio = yes
		desc = convert_to_wallonian
		potential = {
			is_playable = yes
			culture = dutch
			capital_scope = { culture = wallonian }
		}

		allow = {
			culture = dutch
		}

		effect = {
			culture = wallonian
			any_courtier = {
				limit = {
					culture = dutch
					employer = {
						character = ROOT
					}
					dynasty = ROOT
				}
				culture = wallonian
			}
		}
		revoke_allowed = {
			always = no
		}
		ai_will_do = {
			factor = 1
		}
	}
