#####################################################################################################################
# COMMENTS HAVE BEEN INCLUDED FOR SAKE OF EXPLANATION, CAN BE REMOVED #
# ID's must not include spaces!
# Decisions MUST be visible for the AI to execute them, if in doubt, switch tag to the AI country and check if they can see/execute the mission.
#####################################################################################################################

simple_category_with_picture = {

###########################
  
   createFaction = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		is_in_faction = no
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 1000	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
			
			}
			
		}		
         
		cost = 25
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {		#The effects to execute once the envelope icon is clicked.
			
		create_faction = MSS
		add_threat = 8
		
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
  
  ###########################
  
   inviteNeighborCountry = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		is_in_faction = yes
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 0	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
			
			}
			
		}		
         
		cost = 0
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {
		add_threat = 42
		 random_neighbor_country = {
       limit = {  is_ai = yes is_in_faction = no is_major = no }
             PREV = { add_to_faction =PREV 
			 } 
			 THIS = {              
			
add_opinion_modifier = {
    target = ROOT
    modifier = huge_increase
}
set_politics = {
	ruling_party = ROOT
    elections_allowed = no
}
add_popularity = {
    ideology = ROOT
    popularity = 0.45
} 
			 } 
			 
        }
		random_neighbor_country = {
       limit = {  is_ai = yes is_in_faction = no is_major = no }
             PREV = { add_to_faction =PREV 
			 } 
			 THIS = {              
			
add_opinion_modifier = {
    target = ROOT
    modifier = huge_increase
}
set_politics = {
	ruling_party = ROOT
    elections_allowed = no
}
add_popularity = {
    ideology = ROOT
    popularity = 0.45
} 
			 } 
			 
        }
		random_neighbor_country = {
       limit = {  is_ai = yes is_in_faction = no is_major = no}
             PREV = { add_to_faction =PREV 
			 } 
			 THIS = {              
			
add_opinion_modifier = {
    target = ROOT
    modifier = huge_increase
}
set_politics = {
	ruling_party = ROOT
    elections_allowed = no
}
add_popularity = {
    ideology = ROOT
    popularity = 0.45
} 
			 } 
			 
        }
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
	
	###########################
  
   inviteRandomCountry = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		is_in_faction = yes
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 150	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
			
			}
			
		}		
         
		cost = 25
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {
		add_threat = 8
		 random_country = {
       limit = {  is_major = no  is_ai = yes is_in_faction = no num_of_controlled_states > 2 }
             PREV = { add_to_faction =PREV 
			 } 
			 THIS = {              
			 
add_opinion_modifier = {
    target = ROOT
    modifier = huge_increase
}
set_politics = {
	ruling_party = ROOT
    elections_allowed = no
}
add_popularity = {
    ideology = ROOT
    popularity = 0.45
}
			 } 
			 
        }
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
	
	###########################
  
   inviteRandomMajorCountry = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		is_in_faction = yes
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 500	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
			
			}
			
		}		
         
		cost = 200
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {
		add_threat = 45
		 random_country = {
       limit = {  is_major = yes  is_ai = yes is_in_faction = no num_of_controlled_states > 2 }
             PREV = { add_to_faction =PREV 
			 } 
			 THIS = {              
			 
add_opinion_modifier = {
    target = ROOT
    modifier = huge_increase
}
set_politics = {
	ruling_party = ROOT
    elections_allowed = no
}
add_popularity = {
    ideology = ROOT
    popularity = 0.45
}
			 } 
			 
        }
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
###########################
  
   tst2 = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 100	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
			
			}
			
		}		
         
		cost = 25
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {		#The effects to execute once the envelope icon is clicked.
			custom_effect_tooltip = "max factory you can have is : (20) "
		add_offsite_building = { type =  dockyard level = 1 }
		add_offsite_building = { type =  dockyard level = 1 }
		add_manpower  = -15000
		add_stability = -0.08
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
  
  
  
  #################################
  resource = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		is_ai = no
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 50	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
				
			} 
			
		}		
         cost = 45
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {		#The effects to execute once the envelope icon is clicked.
			
			random_owned_controlled_state = {
  limit = { is_owned_and_controlled_by = ROOT  
     
  }
  

add_resource = {
    type = aluminium
    amount = 12
    state = THIS
}

add_resource = {
    type = steel
    amount = 12
    state = THIS
}

add_resource = { 
    type = tungsten
    amount = 8
    state = THIS
}
add_resource = {
    type = chromium
    amount = 4
    state = THIS
}
add_resource = {
    type = oil
    amount = 10
    state = THIS
}
		}
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
  #################################
  
  tst = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		is_ai = no
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 50	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
				
			} 
			
		}		
         cost = 30
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {		#The effects to execute once the envelope icon is clicked.
			custom_effect_tooltip = "max factory you can have is : (20) "
			add_offsite_building = { type = industrial_complex level = 1 }
			add_manpower  = -25000
			add_stability = -0.035
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
  ##########################
  
  

   tst1 = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 80	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
				
			}
			
		}		
         
		cost = 25
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {		#The effects to execute once the envelope icon is clicked.
			custom_effect_tooltip = "max factory you can have is : (20) "
			add_offsite_building = { type = arms_factory level = 1 }
			add_manpower  = -48000
			add_stability = -0.01
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
	########################
	
    res = {		#ID of the decision, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this decision.
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the decision and execute its effect.
		
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.
		days_re_enable = 0	#The amount of days of days it will take for the decision to reappear. Not valid if fire_only_once is set to yes

		visible = {		#Conditions to make this decision visible, can be left blank to make it always appear.
			ROOT = {
				
			}
			
		}		
         cost = 200
		#The cost to execute the decision, by default its political power.

		# EFFECTS OF THIS DECISION/MISSION

		complete_effect = {		#The effects to execute once the envelope icon is clicked.
			custom_effect_tooltip = "creater a research slot"
			add_stability = -0.25
			add_manpower  = -250000
			add_research_slot = 2
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the decision.
			factor = 0			
		}
	}
 
  
	
	
	
	##########################################
	
	

	
	
	Gift = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 75 	#The amount of days remaining until the mission is removed.
		is_good = yes		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			    
			is_ai = yes
		}
		
		fire_only_once = no	#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		army_experience = 10
		navy_experience = 10
		air_experience = 10
		
		}
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}
	
	
	
	
	##########################################
	
	randomN = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 215 	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			 
			is_ai = yes
			
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		
		
		
		 random_neighbor_country = {
   limit = {  is_ai = yes has_war = no has_civil_war = no }
   
      random_neighbor_country = {
        limit = { is_ai = yes has_war = no has_civil_war = no }
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    
   }
   add_threat = -3
   
		
}
		
		
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	
	
	
	}
	##########################################
	
	randomN2 = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 500 	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			 
			is_ai = yes
			
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		
		
		
		 random_neighbor_country = {
   limit = {  is_ai = yes has_war = no has_civil_war = no }
   
      random_neighbor_country = {
        limit = { is_ai = yes has_war = no has_civil_war = no }
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    
   }
   add_threat = -3
   
		
}
		
		
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	
	
	
	}
	
	##########################################
	
	randomN3 = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 900 	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			 
			is_ai = yes
			
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		
		
		
		 random_neighbor_country = {
   limit = {  is_ai = yes has_war = no has_civil_war = no }
   
      random_neighbor_country = {
        limit = { is_ai = yes has_war = no has_civil_war = no }
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    
   }
   add_threat = -3
   
		
}
		
		
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	
	
	
	}
	
	##########################################
	
	random = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 200  	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			 
			is_ai = yes
			
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		
		
		
		 
   
   add_threat = -3
   random_country = {
   limit = {  is_ai = yes  is_in_faction = no is_major = no  }
   
      random_neighbor_country = {
        limit = { is_ai = yes  is_in_faction = no  is_major = no}
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    
   }
   add_threat = -3
		
}
		
		
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	
	
	
	}
	#####################
	#######################################
	
	WAR = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 730 	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			   #always = no
			is_ai = yes  
			
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		random_neighbor_country = {
        limit = { is_ai = yes  num_of_controlled_states > 1 }
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
		add_threat = -3
		}
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}
	
	
	
	
	
	##########################################
	
	
	
	all_attack_major_loop = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 100 	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			   
			is_ai = yes 
			
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		
		random_country = {
   limit = { is_major = yes is_ai = yes has_civil_war = no    }
   
       every_neighbor_country = {
       
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    
   }
   add_threat = -15
}
		
		
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	
	
	
	}
	
	
	
	######################################
	
	
	
	
	
	
	
	Gift_ai = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 75    #The amount of days remaining until the mission is removed.
		is_good = yes		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			    
			is_ai = no
		}
		
		fire_only_once = no	#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		
			ROOT = {
		
			}		
			
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		army_experience = 10
		air_experience = 10
		navy_experience = 10
		
		
		
		}
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}
	
	
	
	########################################
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	ai_major_civilwar_loop = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 500	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			   is_ai = yes
			
			
		}
		
		fire_only_once = yes		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		
		random_country = {
   limit = {  is_major = yes is_ai = yes has_civil_war = no  }
   	random_list = {
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = communism
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = communism
    }
  }
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = democratic
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = democratic
    }
  }
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = fascism
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = fascism
    }
  }
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = neutrality
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = neutrality
    }
  }
  }
  add_popularity = {
    ideology = THIS
    popularity = 1.0
}
}
		
		random_country = {
   limit = {  is_ai = yes has_war = no  is_major = yes has_civil_war = no  }
   
      random_country = {
        limit = { is_ai = yes has_war = no   is_major = yes has_civil_war = no}
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    
   }
   add_threat = -3

		}
		
		complete_effec  = {
			
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}
	
	

	#######################################
		 
	randomciv = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 365 	#The amount of days remaining until the mission is removed.
		is_good = no		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			   #always = no
			is_ai = yes  
			
		}
		
		fire_only_once = no		#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		#Conditions to make this mission visible, can be left blank to make it always appear.
			ROOT = {
		
			}		 
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		 
		random_country = {
   limit = {  is_major = no is_ai = yes has_civil_war = no has_war = no num_of_controlled_states > 1}
   	random_list = {
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = communism  
      size = 0.5
      only_own_territory = no   
      keep_political_leader = yes 
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = communism
    }
  }
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = democratic
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = democratic
    }
  }
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = fascism
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = fascism
    }
  }
  1 = {
    start_civil_war = {
      ruling_party = THIS
      ideology = neutrality
      size = 0.5
      only_own_territory = no
      keep_political_leader = yes
      keep_political_party_members = yes
    }
	modifier = {
      factor = 0
      has_government = neutrality
    }
  }
  }
  add_popularity = {
    ideology = THIS
    popularity = 1.0
}
}
add_threat = -3
		}
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}
	
	
	
	
	########################################
	
######################################
	
	
	
	
	
	
	
	PEACE = {		#ID of the mission, must not contain spaces!

		icon = GFX_decision_icon_default		#The left side icon to show for this mission.
		days_mission_timeout = 2000   #The amount of days remaining until the mission is removed.
		is_good = yes		#Determines if the timeout bar will be red or green, cosmetic setting only, has no actual impact on the mission
		
		# CONDITIONS TO MAKE THIS DECISION/MISSION APPEAR AND EXECUTE
		
		available = {		#Conditions that will allow the player/AI to click the mission and execute its effect.
			    
			is_ai = yes
		}
		
		fire_only_once = no	#If set to yes, the decision will only appear once, after execution will not appear again.

		visible = {		
			ROOT = {
		     
			}		
			
		}

		# EFFECTS OF THIS DECISION/MISSION

		timeout_effect = {
		
		add_threat = -450
		
		every_country = {
		limit = { }
		every_country = {
		limit = { }
		
			white_peace = PREV
		}
		
		}
	
		}
		
		complete_effec  = {
		
		}
		
		# AI LOGIC FOR THIS DECISION/MISSION

		ai_will_do = {	#Modifiers for the AI to decide when to execute the mission.
			factor = 0
		}
	}
	
	
	
	
	
	
}

}