decisions = {
	restore_shieldhall = {
		potential = {
			b_castle_black = {
				holder_scope = {
					character = ROOT
					trait = nightswatch
				}
				has_building = ca_disrepaired_shieldhall
			}
			NOT = {
				c_castle_black = {
					location = {
						has_province_flag = restoring_shieldhall
					}
				}
			}
		}
		allow = {
			wealth = 200
		}
		effect = {
			character_event = { id = shieldhall_events.0 }
			c_castle_black = {
				location = {
					set_province_flag = restoring_shieldhall
				}
			}
		}
		ai_will_do = {
  			factor = 50
			modifier = {
				factor = 2
				trait = knight
			}
  		}
	}
	visit_the_shieldhall = {
	
		potential = {
			ai = no
			trait = nightswatch
			d_nightswatch = { has_holder = yes }
			any_realm_title = {
				title = c_castle_black
			}
		}
		
		allow = {
			at_location = 17
		}
		
		effect = {
			hidden_tooltip = { character_event = { id = shieldhall_events.10 } }
		}
				
		ai_will_do = {
			factor = 0
		}
	}
}