decisions = {

	#################################### NULL
	standard_coachange_reset  = {
		ai = no
		is_playable = yes
		
		potential = {
			any_artifact = {
				has_artifact_flag = blazon 
			}
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			any_artifact = {
				has_artifact_flag = blazon 
			}			
		}

		effect = {
			primary_title = {
				reset_coa = THIS
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}



	#################################### GEORGIA
	standard_coachange_georgia  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = georgian_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = georgian_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_georgia
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}

	#################################### BRITTANY
	standard_coachange_brittany  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = breton_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = breton_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_brittany
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}
	
	#################################### ULSTER
	standard_coachange_ulster  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = ulster_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = ulster_standard
		}

		effect = {
			primary_title = {
				set_coa = d_ulster
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}	
	
	standard_coachange_ulster_inverted  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = ulster_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = ulster_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_ulster_inverse
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}	
		
	
	#################################### AEGEAN
	standard_coachange_aegean  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = aegean_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = aegean_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_aegean_islands
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}		
	
	standard_coachange_aegean_inverted  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = aegean_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = aegean_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_aegean_islands_inverse
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}	

	#################################### DENMARK
	standard_coachange_denmark  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = denmark_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = denmark_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_denmark
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
		
	}	
	
	#################################### AQUILA
	standard_coachange_aquila  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = roman_aquila
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = roman_aquila
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_roman_aquila
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	
	standard_coachange_aquila_black  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = roman_aquila
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = roman_aquila
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_roman_aquila_black
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	
	
	#################################### LABARUM
	standard_coachange_labarum  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = roman_labarum
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = roman_labarum
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_labarum
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}		

	standard_coachange_labarum_purple  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = roman_labarum
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = roman_labarum
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_labarum_purple
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}

	#################################### WALES
	standard_coachange_wales  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = welsh_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = welsh_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_wales
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}		

	standard_coachange_wales_two  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = welsh_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = welsh_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_wales_jazz_hands
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	
	#################################### CORNWALL
	standard_coachange_cornwall  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = cornwall_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = cornwall_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_cornwall
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	

	#################################### MOTLEY
	standard_coachange_motley  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = motley_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = motley_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_motley
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}		
	
	#################################### ORIFLAMME
	standard_coachange_oriflamme  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = oriflamme_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = oriflamme_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_french_oriflamme_basic
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}

	standard_coachange_oriflamme_two  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = oriflamme_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = oriflamme_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_french_oriflamme
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	


	#################################### MONGOL
	standard_coachange_mongolia  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = mongol_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = mongol_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_mongolia
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}
	
	standard_coachange_mongolia2  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = mongol_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = mongol_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_mongolian_flag
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	

	#################################### HENRY II
	standard_coachange_king_henry_with_big_ears  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = henry_ii_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = henry_ii_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_henry_the_second
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	

	standard_coachange_king_henry_with_bisection  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = henry_ii_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = henry_ii_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_henry_the_second_inverse_bisected
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	

	standard_coachange_king_henry_with_inversity  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = henry_ii_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = henry_ii_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_henry_the_second_inverse
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	

	#################################### WHITE DRAGON OF ENGLELAND
	standard_coachange_white_dragon  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = dragon_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = dragon_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_white_dragon
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}		
	
	standard_coachange_white_dragon2  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = dragon_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = dragon_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_white_dragon2
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}

	#################################### MOOOOOOORE!
	standard_coachange_moorish  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = moorish_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = moorish_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_moorish_moors_from_moorland
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}			
	
	#################################### MERCIA
	standard_coachange_mierce  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = mierce_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = mierce_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_hereford
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	

	#################################### CONNACHT
	standard_coachange_connacht  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = connacht_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = connacht_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_connacht
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}		
		
		
	standard_coachange_connacht_inverse  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = connacht_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = connacht_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_connacht_inverse
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}			
		
	standard_coachange_connacht_bisected  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = connacht_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = connacht_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_connacht_bisected
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}			
		
	standard_coachange_connacht_green  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = connacht_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = connacht_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_connacht_green
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}			
		
	#################################### CONNACHT
	standard_coachange_desmond  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = desmond_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = desmond_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_desmond
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}			
		
	standard_coachange_desmond_brown  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = desmond_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = desmond_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_desmond_brown
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}

	#################################### GWYNEDD
	standard_coachange_gwynedd  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = gwynedd_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = gwynedd_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_gwynedd
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	

	#################################### ATHENS
	standard_coachange_athens  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = athens_crusader_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = athens_crusader_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = d_athens
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}		
	
	
	
	#################################### MEGENZER
	standard_coachange_megenzer  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = megenzer_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = megenzer_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_megenzer
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	
	
	standard_coachange_megenzer_decorative  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = megenzer_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = megenzer_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_megenzer_anchor_shield
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	

	standard_coachange_megenzer_shield  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = megenzer_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = megenzer_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = c_megenzer_shield
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	
	#################################### SCOTLAND
	standard_coachange_scotland  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = scotland_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = scotland_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_scotland
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	
	
	standard_coachange_scotland_shield  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = scotland_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = scotland_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_scotland_shield
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}	

	standard_coachange_scotland_inverse  = {
		ai = no
		is_playable = yes
		
		potential = {
			is_playable = yes
			is_landed = yes
			
			has_artifact = scotland_standard
		}

		allow = {
			war = no
			prisoner = no
			NOT = { is_inaccessible_trigger = yes }
			has_artifact = scotland_standard
		}

		effect = {
			primary_title = {
				reset_coa = THIS
				set_coa = k_scotland_inverse
			}

		}
		
		ai_will_do = {
			factor = 0
			modifier = {
				factor = 0
			}
		}		
	}			
}

