decisions = {
	crown_romania = {
		is_high_prio = yes
		desc = crown_romania
		potential = {
			is_playable = yes
			culture = romanian
			OR = {
				tier = COUNT
				tier = DUKE
			}
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
				religion = orthodox
				religion = iconoclast
				religion = protestant
			}
			OR = {
				has_landed_title = d_wallachia
				has_landed_title = d_moldau
			}
			k_romania = { has_holder = no }

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

		allow = {
			war = no
			culture = romanian
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
				religion = orthodox
				religion = iconoclast
				religion = protestant
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 500
			wealth = 200
			NOT = { independent = no }
			NOT = { 
				tier = EMPEROR
				tier = KING 
			}
			AND = {
				completely_controls = d_wallachia
				completely_controls = c_torki
				completely_controls = c_birlad
			}
			NOT = { primary_title = { title = k_hungary } }
			realm_size = 12
		}

		effect = {
			set_character_flag = crown_romania_flag

			k_romania = { grant_title = ROOT }

			#set the capital to Tirgoviste if not already
			if = {
				limit = {
					NOT = {
						capital_scope = { province_id = 515 }
					}
				}
				515 = { #Tirgoviste
					ROOT = { capital = PREV }
				}
			}
			# set the new capital culture to Romanian, also religion
			capital_scope = {
				if = {
					limit = {
						NOT = { culture = ROOT }
					}
					culture = ROOT
				}
				if = {
					limit = {
						NOT = { religion = ROOT }
					}
					religion = ROOT
				}
			}
			
			# bring Romania into Carpathia
			hidden_tooltip = { k_romania = { de_jure_liege = e_carpathia } }
			d_wallachia = { de_jure_liege = k_romania }
			d_moldau = { de_jure_liege = k_romania }
			c_galaz = { de_jure_liege = d_moldau }
			c_peresechen = { de_jure_liege = d_galich }
			c_belgorod = { de_jure_liege = d_galich }
			c_olvia = { de_jure_liege = d_galich }

			k_dacia = { destroy_landed_title = THIS }
			
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_dracul
			}
			
			military_techpoints = 100
			economy_techpoints = 400
			prestige = 1000
			
			wealth = -200
			
			character_event = { id = RO.0002 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}

	expand_romania = {
		is_high_prio = yes
		desc = expand_romania
		potential = {
			is_playable = yes
			culture = romanian
			tier = KING
			has_landed_title = k_romania
			NOT = { 
				d_transylvania = { de_jure_liege = k_romania }
				d_temes = { de_jure_liege = k_romania }
			}
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
				religion = orthodox
				religion = iconoclast
				religion = protestant
			}

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

		allow = {
			war = no
			is_adult = yes
			culture = romanian
			OR = {
				religion = catholic
				religion = fraticelli
				religion = cathar
				religion = waldensian
				religion = lollard
				religion = orthodox
				religion = iconoclast
				religion = protestant
			}
			NOT = { trait = incapable }
			prisoner = no
			prestige = 500
			wealth = 200
			AND = {
				has_landed_title = d_transylvania
				has_landed_title = d_temes
				has_landed_title = c_marmaros
				has_landed_title = c_csanad
			}
			NOT = {
				primary_title = { title = k_hungary }
			}
			completely_controls = k_romania
			e_carpathia = { has_holder = no }
			realm_size = 20
		}

		effect = {
			set_global_flag = expand_romania_flag

			d_transylvania = { de_jure_liege = k_romania }
			d_temes = { de_jure_liege = k_romania }
			c_marmaros = { de_jure_liege = d_transylvania }
			c_csanad = { de_jure_liege = d_temes }

			prestige = 1000
			
			wealth = -200
			
			character_event = { id = RO.0003 }
		}
		
		revoke_allowed = {
			always = no
		}
		
		ai_will_do = {
			factor = 1
		}
	}
}