targetted_decisions = {
	lucky_ruler_targetted = {
		filter = all
		ai_target_filter = none
		from_potential = {
			has_character_flag = show_targetted_decisions
		}
		potential = {
			is_ruler = yes
			NOT = { trait = lucky }
		}
		allow = {
			always = yes
		}
		effect = {
			hidden_tooltip = { add_trait = lucky }
			if = {
				limit = { tier = KING }
				set_character_flag = lucky_king_flag 
			}
			else_if = {
				limit = { tier = DUKE }
				set_character_flag = lucky_duke_flag 
			}
			else_if = {
				limit = { tier = COUNT }
				set_character_flag = lucky_count_flag 
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	remove_luck_targetted = {
		filter = all
		ai_target_filter = none
		from_potential = {
			has_character_flag = show_targetted_decisions
		}
		potential = {
			trait = lucky
		}
		allow = {
			always = yes
		}
		effect = {
			hidden_tooltip = { remove_trait = lucky }
			clr_character_flag = lucky_king_flag
			clr_character_flag = lucky_duke_flag
			clr_character_flag = lucky_count_flag
		}
		ai_will_do = {
			factor = 0
		}
	}
	shatter_realm = {
		filter = all
		ai_target_filter = none
		from_potential = {
			has_character_flag = show_targetted_decisions
		}
		potential = {
			is_landed = yes
			OR = {
				tier = DUKE
				tier = KING
				tier = EMPEROR
			}
		}
		allow = {
			always = yes
		}
		effect = {
			any_war = {
				hidden_tooltip = { end_war = invalid }
			}
			if = {
				limit = { government = nomadic_government }
				any_vassal = {
					limit = { NOT = { tier = BARON } }
					set_defacto_liege = THIS
				}
			}
			else_if = {
				limit = { tier = DUKE }
				any_demesne_title = {
					limit = { tier = DUKE }
					destroy_landed_title = THIS
				}
			}
			else_if = {
				limit = { tier = KING }
				any_demesne_title = {
					limit = { tier = KING }
					destroy_landed_title = THIS
				}
			}
			else_if = {
				limit = { tier = EMPEROR }
				any_demesne_title = {
					limit = { tier = EMPEROR }
					destroy_landed_title = THIS
				}
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
	government_conversion_targetted = {
		filter = all
		ai_target_filter = none
		from_potential = {
			has_character_flag = show_targetted_decisions
		}
		potential = {
			is_landed = yes
		}
		allow = {
			always = yes
		}
		effect = {
			#Send event to themself
			ROOT = {
				character_event = { id = government_conversion.4 }
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}