decisions = {
# Private intrigue toggle
	cheats_intrigue_enable = {
		potential = { ai = no NOT = { has_character_flag = cts_intrigue_enabled } has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = {
			set_character_flag = cts_intrigue_enabled
		}
		revoke_allowed = { always = no }
        ai_will_do = { factor = 0 }
	}
	cheats_intrigue_disable = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = {
			 clr_character_flag = cts_intrigue_enabled
		}
		revoke_allowed = { always = no }
        ai_will_do = { factor = 0 }
	}
#
# Contents	
	hospital_auto_build = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = {
			character_event = { id = CTS.001 }
		}
		revoke_allowed = { always = no }
		ai_will_do = { factor = 0 }
	}

	spawn_personal_army_1k = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = { hidden_tooltip = { capital_scope = { ROOT = {
			spawn_unit = {
				province = PREV
				owner = ROOT
				disband_on_peace = no
				reinforces = yes
				reinforce_rate_multiplier = 10.0
				attrition = 0.0
				maintenance_multiplier = 0.0
				troops = {
					light_infantry = { 100 100 }
					pikemen = { 100 100 }
					archers = { 100 100 }
					heavy_infantry = { 200 200 }
					light_cavalry = { 100 100 }
					knights = { 200 200 }
					horse_archers = { 200 200 }
				}
			}
		} } } }
		revoke_allowed = { always = no }
		ai_will_do = { factor = 0 }
	}

	spawn_personal_army_10k = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = { hidden_tooltip = { capital_scope = { ROOT = {
			spawn_unit = {
				province = PREV
				owner = ROOT
				disband_on_peace = no
				reinforces = yes
				reinforce_rate_multiplier = 10.0
				attrition = 0.0
				maintenance_multiplier = 0.0
				troops = {
					light_infantry = { 1000 1000 }
					pikemen = { 1000 1000 }
					archers = { 1000 1000 }
					heavy_infantry = { 2000 2000 }
					light_cavalry = { 1000 1000 }
					knights = { 2000 2000 }
					horse_archers = { 2000 2000 }
				}
			}
		} } } }
		revoke_allowed = { always = no }
		ai_will_do = { factor = 0 }
	}

	spawn_personal_galleys_10k = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = { hidden_tooltip = { capital_scope = { ROOT = {
			spawn_fleet = {
				province = closest
				owner = ROOT
				disband_on_peace = no
				maintenance_multiplier = 0.0
				troops = {
					galleys = { 100 100 }
				}
			}
		} } } }
		revoke_allowed = { always = no }
		ai_will_do = { factor = 0 }
	}

	cheats_laws_demesne = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = {
			character_event = { id = CTS.101 }
		}
		revoke_allowed = { always = no }
		ai_will_do = { factor = 0 }
	}
	cheats_laws_vassal = {
		potential = { ai = no has_character_flag = cts_intrigue_enabled has_character_flag = cheats_etc_enabled has_character_flag = cheats_enabled }
		allow = { always = yes }
		effect = {
			character_event = { id = CTS.102 }
		}
		revoke_allowed = { always = no }
		ai_will_do = { factor = 0 }
	}
}
