#Unoccupied Province Events
namespace = unoccupied

#Initialise Unoccupied province
character_event = {
	id = unoccupied.1
	desc = "EVTDESCunoccupied.1"
	
	is_triggered_only = yes
	hide_window = yes

	trigger = {
		NOT = { had_global_flag = { flag = scenario_initialised  days = 5 } }	
	}

	option = {
		name = "EVTOPTAunoccupied.1" #Yes
		if = { #Alt start random ruins
			limit = { is_alternate_start = yes } 
			any_playable_ruler = {
				limit = { culture = ruin }
				character_event = { id = unoccupied.101 }	
			}
		}	
		else = {
			if = { # Ruined provinces in every bookmark
				limit = { year = 2000 }
				###The following are added directly via history to avoid history errors
				# c_toqolarth - Vaes Tolorro
				# c_ny_sar
				# c_summerhall
				# c_oldstones
				# c_oldghis


				###c_vyarash
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_vyarash = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					set_defacto_liege = THIS	
					character_event = { id = unoccupied.101 }			
				}
				###c_yeen
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_yeen = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
					}
					set_defacto_liege = THIS		
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_yeen_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_yeen_temple = { gain_title = PREV }
				}
				###c_gomorosh
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_gomorosh = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					set_defacto_liege = THIS	
					character_event = { id = unoccupied.101 }			
				}
				###c_wyvernpoint
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_wyvernpoint = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					set_defacto_liege = THIS	
					character_event = { id = unoccupied.101 }			
				}
				###Stygai
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_stygai = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_5 }
					}
					set_defacto_liege = THIS	
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin			
				}
				new_character = {
					b_stygai = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin			
				}
				new_character = {
					b_stygai_castle = { gain_title = PREV }
				}
				###Northpoint
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_northpoint = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_northpoint = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_northpoint_city = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_northpoint_temple = { gain_title = PREV }
				}
				###East N'Ghai
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_east_nghai = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_east_nghai = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_east_nghai_city = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_east_nghai_temple = { gain_title = PREV }
				}
				###West N'Ghai
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_west_nghai = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_west_nghai = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_west_nghai_city = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_west_nghai_temple = { gain_title = PREV }
				}
				###Great Sand Road
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_great_sand_road = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					character_event = { id = unoccupied.101 }
				}
				###Ulos
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ulos = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_5 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ulos_city = { 
						gain_title = PREV 
					}
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ulos_temple = { 
						gain_title = PREV 
					}
				}
				###Saffron Isle
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_saffron_isle = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_saffron_isle_city = { 
						gain_title = PREV 
					}
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_saffron_isle_temple = { 
						gain_title = PREV 
					}
				}
				###Manticore Isles
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_manticore_isles = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_manticore_isles_city = { 
						gain_title = PREV 
					}
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_manticore_isles_temple = { 
						gain_title = PREV 
					}
				}
				###Marahai
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_marahai = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_marahai_city = { 
						gain_title = PREV 
					}
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_marahai_temple = { 
						gain_title = PREV 
					}
				}
				###Isle of Whips
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_isle_of_whips = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_isle_of_whips_city = { 
						gain_title = PREV 
					}
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_isle_of_whips_temple = { 
						gain_title = PREV 
					}
				}
				###Skane
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_skane = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					character_event = { id = unoccupied.101 }
				}
				###Thousand Islands
				create_character = {
					name = "Sunken Ruins"
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
#					c_thousand_islands = { 
#						holder_scope = { abdicate_to = PREVPREV }
#						location = { set_province_flag = ca_colony_1 }
#					}
					set_defacto_liege = c_thousand_islands
#					character_event = { id = unoccupied.101 }			
				}
			}	
			if = { #  Valyria and Ghiscar settlements on Sothoryos
				limit = { year = 3300 }
				###Ghozai
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ghozai = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_5 }
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ghozai_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ghozai_temple = { gain_title = PREV }
				}	
				###c_basiliskpoint
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_basiliskpoint = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					set_defacto_liege = THIS	
					character_event = { id = unoccupied.101 }			
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_basiliskpoint_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_basiliskpoint_temple = { gain_title = PREV }
				}
				###c_gorosh
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_gorosh = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					set_defacto_liege = THIS	
					character_event = { id = unoccupied.101 }			
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_gorosh_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_gorosh_temple = { gain_title = PREV }
				}
				###c_zamettar
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_zamettar = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
					}
					set_defacto_liege = THIS		
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_zamettar_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_zamettar_temple = { gain_title = PREV }
				}
			}
			if = { # Pre Ghiscari Wars colonies
				limit = { NOT = { year = 4000 } }
				###Tyrosh
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_tyrosh = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Lys
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_lys = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}	
				###Volantis
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_oldvolantis = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}	
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_volantis = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_templelordoflight = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_volontherys = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_valysar = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_volantenecoast = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}				 
			}
			if = { # Si Qo ruins
				limit = { year = 6700 }
				###Si Qo
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_hidden_city = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_5 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_hidden_city_city = { 
						gain_title = PREV 
					}
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_hidden_city_temple = { 
						gain_title = PREV 
					}
				}
			}
			if = { # Post Doom only ruins
				limit = { year = 7886 }
				###Dalos
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_dalos = { 
						holder_scope = { abdicate_to = PREVPREV } 
						location = { set_province_flag = ca_colony_4 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_daloscastle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_dalostemple = { gain_title = PREV }
				}
				###Howling Bogs/telyria
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_telyria = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
					}
					set_defacto_liege = THIS
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_telyriacastle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_telyriatemple = { gain_title = PREV }
				}
				###Anogaria
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_anogaria = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_anogaria = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_anogariatemple = { gain_title = PREV }
				}
				###Bhorash
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_bhorash = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_5 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_bhorashcastle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_bhorashtemple = { gain_title = PREV }
				}
				###Velos
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_velos = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_5 }
					}
					set_defacto_liege = THIS
					character_event = { id = unoccupied.101 }	
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_velos_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_velos_temple = { gain_title = PREV }
				}
				###Elos
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_elos = { 
						holder_scope = { abdicate_to = PREVPREV } 
						location = { set_province_flag = ca_colony_3 }
					}
					set_defacto_liege = THIS
					character_event = { id = unoccupied.101 }	
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_elos_castle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_elos_temple = { gain_title = PREV }
				}
				###Old Waste Road
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_old_waste_road = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					set_defacto_liege = THIS
					character_event = { id = unoccupied.101 }	
				}
				if = {
					limit = { year = 7930 } #Qartheen Cities
					###Vaes Shirosi
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						c_nechos = { 
							holder_scope = { abdicate_to = PREVPREV }
							location = { set_province_flag = ca_colony_6 }
						}
						set_defacto_liege = THIS
						character_event = { id = unoccupied.101 }	
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_nechos = { gain_title = PREV }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_nechos_temple = { gain_title = PREV }
					}	
					###Vaes Qosar
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						c_qolahn = { 
							holder_scope = { abdicate_to = PREVPREV }
							location = { set_province_flag = ca_colony_3 }
						}
						set_defacto_liege = THIS
						character_event = { id = unoccupied.101 }	
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_qolahn = { gain_title = PREV }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_qolahn_temple = { gain_title = PREV }
					}	
				}
				if = {
					limit = { year = 7950 } #not in century of blood
					###c_gogossos
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						c_gogossos = { 
							gain_title = PREV 
							location = { set_province_flag = ca_colony_6 }
						}
						set_defacto_liege = THIS	
						character_event = { id = unoccupied.101 }			
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_gogossos_castle = { gain_title = PREV }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_gogossos_temple = { gain_title = PREV }
					}
				}			
				if = {
					limit = { NOT = { year = 7950 } } #only in century of blood
					###Qal
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						c_qal = { 
							gain_title = PREV 
							location = { set_province_flag = ca_colony_5 }
						}
						set_defacto_liege = THIS	
						character_event = { id = unoccupied.101 }			
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_west_qal = { gain_title = PREV }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_east_qal = { gain_title = PREV }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_qal_temple = { gain_title = PREV }
					}
				}
			}
			if = { # Rhoynish Ruins
				limit = { year = 7300 }
				###Ghoyan Drohe
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ghoyan_drohe = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_6 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ghoyan_drohe = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ghoyan_drohe_temple = { gain_title = PREV }
				}
				###Ar Noy
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ar_noy = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_6 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ar_noy = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ar_noytemple = { gain_title = PREV }
				}
				###Sar Mell
				if = {
					limit = { year = 7101 } #After First Turtle War
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						c_sar_mell = { 
							holder_scope = { abdicate_to = PREVPREV }
							location = { set_province_flag = ca_colony_5 }
						}
						character_event = { id = unoccupied.101 }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_sar_mellcastle = { gain_title = PREV }
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_sar_melltemple = { gain_title = PREV }
					}
				}	
				###The Sorrows
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_chroyane = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_6 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_chroyane = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_chroyanetemple = { gain_title = PREV }
				}
			}	
			if = { # Post-COB Rhoynish Ruins
				limit = { start_date = 7996.12.16 }
				###Northfields
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_northfields = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_northfields = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_northfieldstemple = { gain_title = PREV }
				}
				###Nor Salis
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_nor_salis = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_nor_salis = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_nor_salistemple = { gain_title = PREV }
				}
				###Rhoyne Vale
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_rhoyne_vale = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_rhoyne_vale = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_rhoyne_valetemple = { gain_title = PREV }
				}
				###Ar Selris
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ar_selrys = {
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ar_selrystown = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ar_selrystemple = { gain_title = PREV }
				}
			}
			if = { # Sarhoy destroyed before other Rhoyne cities
				limit = { year = 7295 }
				###Sarhoy
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_tyvis = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
					}
					character_event = { id = unoccupied.101 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_tyviscastle = { gain_title = PREV }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_tyvistemple = { gain_title = PREV }
				}
			}	
			if = { # Dragonstone and Braavos
				limit = { NOT = { year = 7600 } }
				###Dragonstone
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_dragonstone = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Driftmark
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_driftmark = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Claw Isle
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_claw_isle = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}	
				###Braavos
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_braavos = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_6 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
			}
			if = { # Ghiscari ruins
				limit = { 
					year = 3300
					NOT = { year = 7886 } 
				}
				###New Ghis
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_newghis = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_5 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				
				###Ghaen
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ghaen = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_4 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Ghiscari Hills
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ghiscarihills = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Baked Shore
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_bakedshore = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Ghiscari Shore
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_ghiscarishore = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Sumbyar
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_sumbyar = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Jagor
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_jagor = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Kalot
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_kalot = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Bone Coast
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_bonecoast = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}
				###Puki
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_puki = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }
				}			
			}
			#Lorath
			if = {
				limit = {
					year = 6479 
					NOT = { year = 7000 }				
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_lorath = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_6 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_lorassyon = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_willowsreach = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_2 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_shalorath = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_lorathishore = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_elbateros = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_3 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					c_whitecliffs = { 
						holder_scope = { abdicate_to = PREVPREV }
						location = { set_province_flag = ca_colony_1 }
						any_direct_de_jure_vassal_title = {
							limit = { 
								has_holder = yes
								holder_scope = { NOT = { culture = ruin } }
							}
							create_character = {
								name = ""
								religion="ruin_rel"
								culture="ruin"	
								dynasty=none
								attributes = {
									martial = 0
									diplomacy = 0
									intrigue = 0
									stewardship = 0
									learning = 0
								}
								trait = ruin
							}
							new_character = { gain_title = PREV }
						}
					}
					character_event = { id = unoccupied.101 }		
				}
			}
			###Nightswatch castles	
			if = { #Castles of unknown age
				limit = { year = 8050 }
				#Sentinel
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_sentinel_stand = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Stonedoor
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_stonedoor = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Hoarfrost
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_hoarfrost_hill  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Icemark
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ironmark  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Oakenshield
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_oakenshield  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Woodswatch
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_woodswatch  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Sable Hall
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_sable_hall  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Rimegate
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_rimegate = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}
			
				#Torches
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_the_torches  = { 
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_stonedoor = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Greenguard
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_greenguard  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}
			
			#Greyguard
			if = {
				limit = { year = 8100 }
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_greyguard = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}	
			if = { #The Nightfort
				limit = { 
					year = 8080 
					NOT = { year = 8300 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_the_nightfort = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}
			if = { #Deep Lake
				limit = { 
					year = 8200
					NOT = { start_date = 8300.4.29 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_deep_lake = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}
			if = { #Queensgate
				limit = { 
					year = 8200
					NOT = { start_date = 8300.8.17 }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_queensgate = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}
			if = {
				limit = { 
					year = 8100
					NOT = { start_date = 8300.4.29 }
				}
				#Long Barrow
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_the_long_barrow  = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_NW }
						add_building = ca_sub_barony_ruin 
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}
			#Dothraki Sea sub barony cities
			if = {
				limit = { year = 7950 } #not in early bookmarks
				if = { #Sarnath
					limit = { 
						year = 7975
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_sarnath2 = { 
							gain_title = PREV 
							location = { set_province_flag = ca_colony_5 }
							add_building = ct_sub_barony_ruin
							set_title_flag = sub_barony_ruin
						}
						add_trait = ruin
						set_defacto_liege = THIS
						recalc_succession = yes
					}
				}	
				#Essaria
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_essaria1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_5 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Sarys
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_sarys1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_3 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Hornoth
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_hornoth1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_3 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Kyth
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_kyth1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_3 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Rathylar
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_rathylar1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_3 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Mardosh
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_mardosh1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				if = { #Gornath
					limit = { 
						year = 7948
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_gornath2 = { 
							gain_title = PREV 
							location = { set_province_flag = ca_colony_5 }
							add_building = ct_sub_barony_ruin
							set_title_flag = sub_barony_ruin
						}
						add_trait = ruin
						set_defacto_liege = THIS
						recalc_succession = yes
					}
				}	
				#Kasath
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_kasath1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Sathar
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_sathar1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Sallosh
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_sallosh1 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				if = { #Hazdahn No
					limit = { 
						year = 8015
					}
					create_character = {
						name = ""
						religion="ruin_rel"
						culture="ruin"	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
						trait = ruin
					}
					new_character = {
						b_hazdahn_no2 = { 
							gain_title = PREV 
							location = { set_province_flag = ca_colony_3 }
							add_building = ct_sub_barony_ruin
							set_title_flag = sub_barony_ruin
						}
						add_trait = ruin
						set_defacto_liege = THIS
						recalc_succession = yes
					}
				}
				#Ghardaq
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ghardaq2 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Wurzkai
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_wurzkai2 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_3 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Gohleen
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_gohleen2 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_3 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Adakhakeleki
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_adakhakileki2 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Yinishar
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_yinishar2 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_4 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
				#Ibbish
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					b_ibbish2 = { 
						gain_title = PREV 
						location = { set_province_flag = ca_colony_5 }
						add_building = ct_sub_barony_ruin
						set_title_flag = sub_barony_ruin
					}
					add_trait = ruin
					set_defacto_liege = THIS
					recalc_succession = yes
				}
			}	
		}	
		
	}
}
#Spawn some courtiers
character_event = {
	id = unoccupied.101
	desc = "EVTDESCunoccupied.101"
	picture = "GFX_evt_castle_construction"
	
	is_triggered_only = yes

	option = {
		name = "EVTOPTAunoccupied.2" #Yes
		set_defacto_liege = THIS
		if = {
			limit = { has_character_flag = new_ruin }
			clr_character_flag = new_ruin
			primary_title = {
				any_direct_de_jure_vassal_title = {	
					limit = { has_holder = yes }
					gain_title = ROOT
					create_character = {
						name = ""
						religion=ROOT
						culture=ROOT	
						dynasty=none
						attributes = {
							martial = 0
							diplomacy = 0
							intrigue = 0
							stewardship = 0
							learning = 0
						}
					}
					new_character = {
						PREV = { gain_title = PREV }
						set_defacto_liege = ROOT
						if = {
							limit = { culture = ruin }
							add_trait = ruin
						}
						# if = {
							# limit = { 
								# OR = {
									# culture = dothraki_domain_culture 
									# culture = jogos_domain_culture
								# }
							# }
							# add_trait = dothraki_domain
						# }							
					}
				}
			}	
			location = {
				ROOT = {
					create_character = {
						female = yes
						dynasty = none
						age = 16
						culture = PREV
						religion = PREV
						random_traits = yes
					}
					create_character = {
						female = yes
						dynasty = none
						age = 16
						culture = PREV
						religion = PREV
						random_traits = yes
					}
					create_character = {
						female = no
						dynasty = none
						age = 24
						culture = PREV
						religion = PREV
						random_traits = yes
					}
					create_character = {
						female = no
						dynasty = none
						age = 24
						culture = PREV
						religion = PREV
						random_traits = yes
					}
				}
			}
		}
		if = {
			limit = { has_dlc = "Reapers" }
			any_demesne_province = {
				set_variable = { which = prosperity_value value = 0 }
				remove_province_modifier = depopulated_1
				remove_province_modifier = depopulated_2
				remove_province_modifier = depopulated_3
				remove_province_modifier = prosperity_modifier_1
				remove_province_modifier = prosperity_modifier_2
				remove_province_modifier = prosperity_modifier_3
				# add_province_modifier = {
					# name = depopulated_3
					# duration = -1
				# }
				clr_province_flag = recent_depopulation_1
				clr_province_flag = recent_depopulation_2
				clr_province_flag = recent_depopulation_3
			}
		}
		primary_title = {	
			any_direct_de_jure_vassal_title = {
				limit = { has_holder = yes }
				remove_holding_modifier = recently_conquered
				remove_holding_modifier = new_administration
				remove_holding_modifier = looted_modifier
				
				remove_building = ca_colony_1
				remove_building = ct_colony_1
				remove_building = ca_colony_2
				remove_building = ct_colony_2
				remove_building = ca_colony_3
				remove_building = ct_colony_3
				remove_building = ca_colony_4
				remove_building = ct_colony_4
				remove_building = ca_colony_5
				remove_building = ct_colony_5
				remove_building = ca_colony_6
				remove_building = ct_colony_6
				
				remove_building = ca_asoiaf_slavepit_1
				remove_building = ct_asoiaf_slavepit_1
				remove_building = tp_asoiaf_slavepit_1	
				remove_building = no_asoiaf_slavepit_1

				remove_building = ca_asoiaf_unsullied_1
				remove_building = ct_asoiaf_unsullied_1
				remove_building = fp_asoiaf_unsullied_1
				remove_building = ca_asoiaf_unsullied_cent_1
				remove_building = ct_asoiaf_unsullied_cent_1
				remove_building = fp_asoiaf_unsullied_cent_1
				
				remove_building = ca_asoiaf_ironshipyard
				remove_building = ca_large_goldmine
				remove_building = ca_goldmine
				remove_building = ca_silvermine
				remove_building = ca_wildling_barracks
				remove_building = ca_culture_group_frozen_shore_1
				remove_building = ca_asoiaf_pirateshipyard
				remove_building = ca_sothoryos_1
				remove_building = ca_qohor_forest_1
				remove_building = ca_culture_indian_1
				remove_building = ca_culture_group_arabic_1
				remove_building = ca_wall_q_1
				remove_building = ca_wall_1
				remove_building = ca_keep_1
				remove_building = ca_militia_barracks_1
				remove_building = ca_training_grounds_1
				remove_building = ca_barracks_1
				remove_building = ca_stable_1
				remove_building = ca_town_1
				remove_building = ca_shipyard_1
				
				remove_building = ct_amphitheatre
				remove_building = ct_sothoryos_1
				remove_building = ct_qohor_forest_1
				remove_building = ct_culture_indian_1
				remove_building = ct_culture_group_arabic_1
				remove_building = ct_wall_q_1
				remove_building = ct_wall_1
				remove_building = ct_training_grounds_1
				remove_building = ct_barracks_1
				remove_building = ct_marketplace_1
				remove_building = ct_port_1
				
				remove_building = tp_monastery_1
				remove_building = tp_wall_q_1
				remove_building = tp_wall_1
				remove_building = tp_barracks_1
				remove_building = tp_elite_barracks_1
				remove_building = tp_town_1
				remove_building = tp_shipyard_1
			}	
		}
		location = {
			destroy_hospital = THIS
			destroy_fort = THIS
		}
		if = {
			limit = { culture = ruin }
			remove_trait = ruin
			add_trait = ruin
			capital_scope = { 
				add_province_modifier = {
					name = ruined_province
					duration = -1
				}
				set_province_flag = ruined_province
			}
		}	
		set_government_type = ruin_government
		any_demesne_title = {
			limit = {
				NOT = { higher_tier_than = DUKE }
				NOT = { tier = BARON }
			}
			set_variable = { which = "de_facto_empire" value = 0 }
			set_variable = { which = "de_facto_kingdom" value = 0 }
		}
		character_event = { id = maintenance.34 days = 1 } #refil levy
	}	
}
#Cull ruin courtiers
character_event = {
	id = unoccupied.2
	desc = "EVTDESCunoccupied.2"
	picture = "GFX_evt_castle_construction"
	
	culture_group = unoccupied_group
	
	trigger = {	
		is_ruler = no	
	}
	
	mean_time_to_happen = {
		months = 1
	}

	option = {
		name = "EVTOPTAunoccupied.2" #Yes
		location = {
			ROOT = {
				if = {
					limit = { is_female = no }
					liege = {
						create_character = {
							random_traits = yes
							dynasty = none
							culture = PREVPREV
							religion = PREVPREV
							female = no
							age = 25
						}
					}
				}
				if = {
					limit = { is_female = yes }
					liege = {
						create_character = {
							random_traits = yes
							dynasty = none
							culture = PREVPREV
							religion = PREVPREV
							female = yes
							age = 19
						}
					}
				}
			}
		}	
		clear_wealth = ROOT
		wealth = -500
		death = yes
	}
}
#Give ruin trait/maintenance
character_event = {
	id = unoccupied.201
	desc = "EVTDESCunoccupied.201"
	picture = "GFX_evt_castle_construction"
	
	only_rulers = yes
	is_triggered_only = yes
	culture_group = unoccupied_group

	trigger = {
	}

	option = {
		name = "EVTOPTAunoccupied.2" #Yes
		#Check they dont any non ruins
		any_realm_province = {
			limit = { 
				owner = { culture_group = unoccupied_group } 
				NOT = { has_province_flag = ruined_province }
			}
			save_event_target_as = province_to_transfer
			random_neighbor_province = {
				limit = {
					owner = { NOT = { culture_group = unoccupied_group } }
				}
				owner = { 
					event_target:province_to_transfer = { 
						county = { gain_title = PREVPREV }
						any_province_holding = {
							limit = { has_holder = yes }
							gain_title = PREVPREV
						}
					}
				}	
			}
			if = {
				limit = { owner = { culture_group = unoccupied_group } }
				random_playable_ruler = {
					limit = {
						demesne_size = 1
						NOT = { culture_group = unoccupied_group }
						capital_scope = { NOT = { distance = { where = event_target:province_to_transfer  value = 750 } } }
					}
					preferred_limit = {
						capital_scope = { NOT = { distance = { where = event_target:province_to_transfer  value = 100 } } }
					}
					preferred_limit = {
						capital_scope = { NOT = { distance = { where = event_target:province_to_transfer  value = 250 } } }
					}
					preferred_limit = {
						capital_scope = { NOT = { distance = { where = event_target:province_to_transfer  value = 500 } } }
					}
					event_target:province_to_transfer = { 
						county = { gain_title = PREVPREV }
						any_province_holding = {
							limit = { has_holder = yes }
							gain_title = PREVPREV
						}
					}
				}
			}
		}
		if = {
			limit = { is_ruler = no }
			clear_wealth = ROOT
			wealth = -500
			death = yes
			break = yes
		}
		if = {
			limit = { culture = ruin }
			remove_trait = ruin #This ensures immortailty
			add_trait = ruin
			set_government_type = ruin_government
		}	
		# if = {
			# limit = { 
				# OR = {
					# culture = dothraki_domain_culture 
					# culture = jogos_domain_culture
				# }	
			# }
			# remove_trait = dothraki_domain #This ensures immortailty
			# add_trait = dothraki_domain
		# }
		any_spouse = { remove_spouse = ROOT }
		any_lover = { remove_lover = ROOT }
		any_realm_lord = {
			limit = { culture = ruin }
			remove_trait = ruin #This ensures immortailty
			add_trait = ruin
			remove_spouse = spouse
			any_lover = { remove_lover = PREV }
		}
		# any_realm_lord = {
			# limit = { 
				# OR = {
					# culture = dothraki_domain_culture 
					# culture = jogos_domain_culture
				# }
			# }
			# remove_trait = dothraki_domain #This ensures immortailty
			# add_trait = dothraki_domain
			# remove_spouse = spouse
			# any_lover = { remove_lover = PREV }
		# }
		any_courtier = {
			limit = {
				is_ruler = no
				graphical_culture = ROOT
			}
			clear_wealth = THIS
			wealth = -500
			death = yes
		}
		any_courtier = {
			limit = {
				is_ruler = no
				religion = ROOT
			}
			ROOT = { capital_scope = { reverse_religion = PREVPREV } }
		}
		any_realm_province = { #province flag maintenance
			limit = {
				owner = { culture = ruin }
				NOT = { has_province_flag = ruined_province }
			}
			set_province_flag = ruined_province
		}
		if = {
			limit = { war = no }
			random_demesne_province = {
				limit = { has_province_flag = ruined_province }
				add_province_modifier = {
					name = ruined_province
					duration = -1
				}
			}
		}
		
		#make sure sub-baronies remian ruin_rel
		any_demesne_title = {
			limit = {
				tier = COUNT
				location = { has_province_flag = ruined_province }
			}
			any_direct_de_jure_vassal_title = {
				limit = {
					holder_scope = { NOT = { culture_group = unoccupied_group } }
				}
				create_character = {
					name = ""
					religion="ruin_rel"
					culture="ruin"	
					dynasty=none
					attributes = {
						martial = 0
						diplomacy = 0
						intrigue = 0
						stewardship = 0
						learning = 0
					}
					trait = ruin
				}
				new_character = {
					save_event_target_as = new_ruin
					set_defacto_liege = ROOT
				}
				gain_title = event_target:new_ruin
			}
		}
	}
}
#Make sure ruin_rel never becomes human
province_event = {
	id = unoccupied.202
	desc = EVTDESCunoccupied.202
	picture = "GFX_evt_castle_construction"
	
	has_flag = ruined_province
	
	trigger = {
		NOT = { has_province_flag = colony_province }
		owner = { NOT = { culture_group = unoccupied_group } }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		if = { #if this has become nomad land, remove ruin status
			limit = { 
				owner = { is_nomadic = yes } 
				traditional_nomad_territory_trigger = yes
			}
			clr_province_flag = ruined_province
			clear_event_target = new_ruin
			break = yes
		}
		create_character = {
			name = ""
			religion="ruin_rel"
			culture="ruin"	
			attributes = {
				martial = 0
				diplomacy = 0
				intrigue = 0
				stewardship = 0
				learning = 0
			}
			trait = ruin
		}
		new_character = {
			save_event_target_as = new_ruin
		}	
	}

	option = {
		name = OK
		event_target:new_ruin = {
			ROOT = {			
				if = { #Make sure a suitable holding is present, to avoid CTD	
					limit = {
						NOT = {
							any_province_holding = {
								OR = {
									holding_type = castle
									holding_type = city
								}
							}
						}
					}				
					any_province_holding = {
						limit = { holding_type = nomad }
						destroy_settlement = THIS
					}
					build_holding = {
						type = castle
						holder = event_target:new_ruin
					}
				}
				county = { gain_title = event_target:new_ruin }					
			}	
			set_character_flag = new_ruin
			set_defacto_liege = THIS
			character_event = { id = unoccupied.101 }
		}	
	}
}
#Maintain sub-barony ruins
character_event = {
	id = unoccupied.203
	
	is_triggered_only = yes
	hide_window = yes
	only_rulers = yes
	
	trigger = {		
		higher_tier_than = BARON
		demesne_size = 1
		any_demesne_title = {
			tier = BARON
			has_title_flag = sub_barony_ruin
			NOT = { location = { has_province_flag = colony_province } }
			NOT = { location = { has_province_flag = dothraki_colony_province } }
		}
		NOT = { culture_group = unoccupied_group }
	}
	
	immediate = {		
		if = { #If in traditional nomad lands, revert to nomad
			limit = { 
				is_nomadic = no 
				any_demesne_province = {
					traditional_nomad_territory_trigger = yes
					NOT = { has_province_flag = colony_province }
					NOT = { has_province_flag = dothraki_colony_province }
					NOT = { 
						any_province_holding = {
							holder_scope = { character = ROOT }
							NOT = { has_title_flag = sub_barony_ruin }
							OR = {
								holding_type = castle
								holding_type = city
							}
						}
					}
				}
			}
			any_war = {
				limit = {
					OR = {
						attacker = { character = ROOT }
						defender = { character = ROOT }
					}
				}
				end_war = invalid
			}
			any_demesne_province = {
				limit = {
					traditional_nomad_territory_trigger = yes
					NOT = { has_province_flag = colony_province }
					NOT = { has_province_flag = dothraki_colony_province }
					NOT = { 
						any_province_holding = {
							holder_scope = { character = ROOT }
							NOT = { has_title_flag = sub_barony_ruin }
							OR = {
								holding_type = castle
								holding_type = city
							}
						}
					}
				}
				save_event_target_as = nomadic_province
				random_neighbor_province = {
					limit = { owner = { is_nomadic = yes } }
					owner = { 
						character_event = { id = unoccupied.203 days = 2 }
						event_target:nomadic_province = { county = { gain_title = PREVPREV } }
					}						
				}
				if = {
					limit = { owner = { character = ROOT } }
					create_random_soldier = {
						random_traits = yes
						culture = THIS
						religion = THIS
						dynasty = actually_culture
						is_female = no
					}
					new_character = {
						random_list = {
							40 = { add_trait = trained_warrior }
							50 = { add_trait = skilled_warrior }
							10 = { add_trait = master_warrior }
						}
						prestige = 200 # Initial prestige boost
						event_target:nomadic_province = { county = { gain_title = PREVPREV } }
						set_defacto_liege = THIS # Become independent
						create_title = {
							tier = EMPEROR
							name = NEW_KHALASAR
							landless = no
							temporary = no
							custom_created = yes
							culture = THIS
							holder = THIS
							#nomad = yes
						}
						primary_title = {
							set_title_nomad = { title = THIS status = yes }
						}
						set_government_type = nomadic_government
						population = 3000
						manpower = 500
						save_event_target_as = new_nomad_owner
						character_event = { id = unoccupied.203 days = 2 }
					}
					if = {
						limit = { NOT = { any_province_holding = { holding_type = nomad has_holder = yes } } }
						build_holding = {
						   type = nomad
						   holder = event_target:new_nomad_owner
						}				
					}
					random_province_holding = {
						limit = { 
							holding_type = nomad
							has_holder = yes
						}
						make_capital_holding = yes
					}
				}
			}
		}
		
		any_demesne_title = {
			limit = {
				tier = BARON
				has_title_flag = sub_barony_ruin
				is_occupied = no
				NOT = { location = { has_province_flag = colony_province } }
				NOT = { location = { has_province_flag = dothraki_colony_province } }
			}			
			save_event_target_as = ruined_barony
			if = {
				limit = { holder_scope = { is_nomadic = yes } }
				revoke_capital_holding = yes
			}
			if = {
				limit = { holding_type = castle }
				add_building = ca_sub_barony_ruin
			}
			if = {
				limit = { holding_type = city }
				add_building = ct_sub_barony_ruin
			}
			create_character = {
				name = ""
				religion="ruin_rel"
				culture="ruin"	
				dynasty=none
				attributes = {
					martial = 0
					diplomacy = 0
					intrigue = 0
					stewardship = 0
					learning = 0
				}
				trait = ruin
			}
			new_character = {
				event_target:ruined_barony = {
					gain_title = PREV
				}
				add_trait = ruin
				set_defacto_liege = THIS		
			}		
			clear_event_target = ruined_barony
		}	
	}

	option = {
		name = OK
	}
}
#Establish colony in ruin (from colonisation CB)
character_event = {
	id = unoccupied.3
	desc = "EVTDESCunoccupied.3"
	picture = "GFX_evt_castle_construction"
	
	is_triggered_only = yes
	
	immediate = {
		#AI takes loan if shortage of cash
		if = {
			limit = { 
				ai = yes 
				OR = {
					AND = {
						has_game_rule = { name = colinisation_cost value = expensive }
						NOT = { wealth = 1600 }
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_scourge
							}
						}
					}	
					AND = {
						has_game_rule = { name = colinisation_cost value = normal }
						NOT = { wealth = 1000 }
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_scourge
							}
						}
					}
					AND = {
						has_game_rule = { name = colinisation_cost value = cheap }
						NOT = { wealth = 400 }
						NOT = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_scourge
							}
						}
					}
					AND = {
						has_game_rule = { name = colinisation_cost value = expensive }
						NOT = { wealth = 1000 }
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_scourge
						}
					}	
					AND = {
						has_game_rule = { name = colinisation_cost value = normal }
						NOT = { wealth = 625 }
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_scourge
						}
					}
					AND = {
						has_game_rule = { name = colinisation_cost value = cheap }
						NOT = { wealth = 250 }
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_scourge
						}
					}
				}
				NOT = { has_character_flag = loan_taken }
				NOT = { has_character_modifier = loan_timer }
				NOT = { has_character_flag = offended_moneylenders }
			}
			add_character_modifier = {
				name = "loan_timer"
				duration = 1825
			}
			set_character_flag = loan_taken
			#400g loan
			if = {
				limit = {
					NOT = { monthly_income = 10 } 
				}
				set_variable = { which = "loan_amount" value = 400 }				
			}
			#600g loan
			if = {
				limit = {
					monthly_income = 10
					NOT = { monthly_income = 15 }
				}
				set_variable = { which = "loan_amount" value = 600 }
			}
			#800g loan
			if = {
				limit = {
					monthly_income = 15
					NOT = { monthly_income = 20 }
				}
				set_variable = { which = "loan_amount" value = 800 }					
			}			
			#1000g loan
			if = {
				limit = {
					monthly_income = 20	
				}
				set_variable = { which = "loan_amount" value = 1000 }					
			}
			set_character_flag = loan_amount_found
			character_event = { id = bankruptcy.1 }
		}
	}
	
	option = {
		name = "EVTOPTAunoccupied.3" #Yes
		liege = { save_event_target_as = colonise_liege }	#record liege just in case
		if = { #record patrician status
			limit = { 
				is_patrician = yes 
				is_merchant_republic = no
			}
			set_character_flag = is_patrician
		}
		FROMFROM = {
			hidden_tooltip = { 
				if = {
					limit = { culture_group = unoccupied_group }
					set_defacto_liege = event_target:colonise_liege 
				}	
			}
		}	
		event_target:colonisation_target = {
			location = {
				#build castle if needed
				if = {
					limit = {
						NOT = {
							any_province_holding = {
								NOT = { holding_type = nomad }
								NOT = { holding_type = temple }
								NOT = { holding_type = tribal }
							}
						}	
					}
					build_holding = {
						type = castle
						holder = ROOT
					}
					random_province_holding = {
						limit = {
							holding_type = castle
							holder_scope = { character = ROOT }
						}
						save_event_target_as = new_city_holding						
						location = { province_event = { id = unoccupied.399 } } #increase base value, seperate event to avoid 'break'
						if = {
							limit = { ROOT = { is_feudal = yes } }
							make_capital_holding = yes
						}
					}
				}
				county = {
					gain_title = ROOT
					hidden_tooltip = {
						any_de_jure_vassal_title = {
							limit = { has_holder = yes }
							remove_building = ca_sub_barony_ruin
							remove_building = ct_sub_barony_ruin
							clr_title_flag = sub_barony_ruin
						}
					}
				}
				hidden_tooltip = {  #just in case coloniser erroneously becomes independent	
					ROOT = { 
						if = {
							limit = { 
								NOT = { vassal_of = event_target:colonise_liege } 
								NOT = { character = event_target:colonise_liege }
							} 
							set_defacto_liege = event_target:colonise_liege 
						}	
					}
				}	
				if = { 
					limit = { has_province_flag = ca_colony_6 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_6
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_6
						}
					}
				}	
				else_if = { 
					limit = { has_province_flag = ca_colony_5 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_5 
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_5
						}
					}
				}	
				else_if = { 
					limit = { has_province_flag = ca_colony_4 }
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_4
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_4
						}
					}
				}
				else_if = { 
					limit = { has_province_flag = ca_colony_3 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_3
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_3
						}
					}
				}	
				else_if = { 
					limit = { has_province_flag = ca_colony_2 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_2
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_2
						}
					}
				}				
				else = { 
					set_province_flag = ca_colony_1 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_1 
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_1 
						}
					}
				}
				set_province_flag = colony_province
				if = {
					limit = { has_province_flag = ruined_province }
					ROOT = { 
						if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = expensive }
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = bloodline_scourge
									}
								}
							}
							wealth = -1600
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = normal } 
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = bloodline_scourge
									}
								}
							}
							wealth = -1000 
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = cheap } 
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = bloodline_scourge
									}
								}
							}
							wealth = -400
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = expensive }
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_scourge
								}
							}
							wealth = -1200
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = normal } 
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_scourge
								}
							}
							wealth = -625
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = cheap } 
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_scourge
								}
							}
							wealth = -250
						}	
					}
				}
				else_if = {
					limit = { 
						traditional_nomad_territory_trigger = yes
					}
					ROOT = { 
						if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = expensive }
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = bloodline_scourge
									}
								}
							}
							wealth = -800
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = normal }
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = bloodline_scourge
									}
								}
							}
							wealth = -500 
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = cheap } 
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = bloodline_scourge
									}
								}
							}
							wealth = -200
						}
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = expensive }
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_scourge
								}
							}
							wealth = -500
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = normal } 
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_scourge
								}
							}
							wealth = -250
						}	
						else_if = {
							limit = { 
								has_game_rule = { name = colinisation_cost value = cheap } 
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_scourge
								}
							}
							wealth = -125
						}	
					}
				}	
				if = {
					limit = { has_province_modifier = ruined_province }
					remove_province_modifier = ruined_province
				}	
				# if = {
					# limit = { has_province_modifier = dothraki_domain }
					# remove_province_modifier = dothraki_domain
				# }
				# if = {
					# limit = { has_province_modifier = jogos_nhai_domain }
					# remove_province_modifier = jogos_nhai_domain
				# }
				add_province_modifier = {
					name = colony
					duration = -1
				}
			}
			custom_tooltip = { text = TOOLTIPunoccupied.3 }	
		}	
			
		hidden_tooltip = {
			event_target:colonisation_target = {
				any_de_jure_vassal_title = {
					limit = { holder_scope = { culture_group = unoccupied_group } }
					set_defacto_liege = ROOT
				}
			}
			FROMFROM = { 
				if = {
					limit = { culture_group = unoccupied_group }
					clear_wealth = yes
					wealth = -500
					death = yes 
				}	
			}
			any_realm_character = {
				limit = { culture_group = unoccupied_group }
				any_demesne_title = { gain_title = ROOT copy_title_laws = event_target:colonisation_target }
				clear_wealth = yes
				wealth = -500
				death = yes
			}
			if = { #maintain patrician status
				limit = { 
					has_character_flag = is_patrician
					is_patrician = no
				}
				set_government_type = merchant_republic_government
			}
			clr_character_flag = is_patrician
		}
	}
	
	option = {
		name = "EVTOPTBunoccupied.3" #Change my mind
		ai_chance = { factor = 0 }
		any_war = {
			if = {
				limit = { 
					using_cb = colonisation 
					attacker = { character = ROOT }
				}
				end_war = invalid
			}	
		}
		hidden_tooltip = {
			FROM = {
				FROM = {
					any_realm_province = {
						limit = { has_province_flag = ruined_province }
						add_province_modifier = {
							name = ruined_province
							duration = -1
						}
					}
				}
			}
		}	
	}	
}
province_event = { #add base value to new city
	id = unoccupied.399
	
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		event_target:new_city_holding = { increase_holding_base_value_effect = yes }
	}
	
	option = {
		name = "OK"
	}
}	
#Colony stage complete
province_event = {
	id = unoccupied.4
	picture = "GFX_evt_castle_construction"
	
	desc = {
		text = EVTDESCunoccupied.4
		trigger = { NOT = { has_province_modifier = partial_colony } }
	}
	desc = {
		text = EVTDESCunoccupied.5
		trigger = { has_province_modifier = partial_colony }
	}
	
	has_flag = colony_province
	
	trigger = {
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}			
		owner = {
			NOT = { culture_group = unoccupied_group }
		}
	}
	
	mean_time_to_happen = {
		years = 15
		
		modifier = { #faster valyrian colonies
			factor = 0.5
			has_global_flag = freehold_submod_initialised
			owner = {
				OR = {
					has_landed_title = e_new_valyria
					top_liege = { has_landed_title = e_new_valyria }
					suzerain = { has_landed_title = e_new_valyria }
					top_liege = { suzerain = { has_landed_title = e_new_valyria } }
				}
			}
		}
		
		modifier = {
			factor = 0.5
			has_game_rule = { name = colinisation_time value = short }
		}
		modifier = {
			factor = 2
			has_game_rule = { name = colinisation_time value = long }
		}
		
		modifier = {
			factor = 0.66
			has_province_modifier = partial_colony
		}
		
		modifier = {
			factor = 1.33
			has_province_flag = ca_colony_2
		}
		modifier = {
			factor = 1.66
			has_province_flag = ca_colony_3
		}
		modifier = {
			factor = 2
			has_province_flag = ca_colony_4
		}
		modifier = {
			factor = 2.33
			has_province_flag = ca_colony_5
		}
		modifier = {
			factor = 2.66
			has_province_flag = ca_colony_6
		}
				
		modifier = {
			factor = 1.5
			has_province_modifier = asoiaf_mild_winter
		}
		modifier = {
			factor = 2
			has_province_modifier = asoiaf_normal_winter
		}
		modifier = {
			factor = 3
			has_province_modifier = asoiaf_harsh_winter
		}
		modifier = {
			factor = 1.5
			has_province_modifier = natives_enslaved
		}
		modifier = {
			factor = 2
			has_province_modifier = colony_famine
		}
		modifier = {
			factor = 2
			has_province_modifier = colony_slow_economy
		}
		
		#Slavery
		modifier = {
			factor = 0.9
			has_province_modifier = slave_modifier_1
		}
		modifier = {
			factor = 0.8
			has_province_modifier = slave_modifier_2
		}
		modifier = {
			factor = 0.7
			has_province_modifier = slave_modifier_3
		}
		modifier = {
			factor = 0.6
			has_province_modifier = slave_modifier_4
		}
		modifier = {
			factor = 0.5
			has_province_modifier = slave_modifier_5
		}
		
		#misc modifiers from other sources
		modifier = {
			factor = 0.95
			has_province_modifier = master_builder
		}
		modifier = {
			factor = 1.3
			has_province_modifier = sabotaged_building
		}
		modifier = {
			factor = 1.5
			has_province_modifier = smugglers_ring
		}
		modifier = {
			factor = 0.8
			has_province_modifier = stone_quarry
		}
		modifier = {
			factor = 0.8
			has_province_modifier = friendly_innovations
		}
		modifier = {
			factor = 0.8
			has_province_modifier = carpenters_guild
		}
		modifier = {
			factor = 1.3
			has_province_modifier = outlawed_guild
		}
		modifier = {
			factor = 0.975
			has_province_modifier = prosperity_modifier_2
		}
		modifier = {
			factor = 0.95
			has_province_modifier = prosperity_modifier_3
		}
		modifier = {
			factor = 0.85
			has_province_modifier = logging_company_province
		}
		modifier = {
			factor = 0.85
			has_province_modifier = inspired_peasantry
		}
		modifier = {
			factor = 0.85
			has_province_modifier = new_roads
		}
		modifier = {
			factor = 1.2
			has_province_modifier = sabotaged_buildings
		}
		modifier = {
			factor = 0.8
			has_province_modifier = blast_furnace
		}
		##
		
		modifier = {
			factor = 0.75
			had_province_flag = { flag = colony_province days = 18250 }
		}
		modifier = {
			factor = 0.75
			had_province_flag = { flag = colony_province days = 21900 }
		}
		modifier = {
			factor = 0.75
			had_province_flag = { flag = colony_province days = 24000 }
		}
		modifier = {
			factor = 0.5
			had_province_flag = { flag = colony_province days = 26000 }
		}
		
		modifier = {
			factor = 1.11
			owner = { NOT = { stewardship = 2 } }
		}
		modifier = {
			factor = 1.11
			owner = { NOT = { stewardship = 4 } }
		}
		modifier = {
			factor = 1.11
			owner = { NOT = { stewardship = 6 } }
		}
		modifier = {
			factor = 1.11
			owner = { NOT = { stewardship = 8 } }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 12 }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 14 }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 16 }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 20 }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 22 }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 24 }
		}
		modifier = {
			factor = 0.9
			owner = { stewardship = 26 }
		}		
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}
				}
			}	
		}
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 14
					location = { province_id = ROOT }
				}
			}	
		}
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					stewardship = 16
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}					
				}
			}	
		}
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					stewardship = 18
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}
				}
			}	
		}
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					stewardship = 20
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}
				}
			}	
		}
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					stewardship = 22
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}
				}
			}	
		}
		modifier = {
			factor = 0.9
			owner = { 
				job_treasurer = { 
					stewardship = 24
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}
				}
			}	
		}
		modifier = {
			factor = 0.8
			owner = { 
				job_treasurer = { 
					stewardship = 26
					OR = {
						liege = { ai = yes }
						AND = {
							has_job_action = action_oversee_construction
							location = { province_id = ROOT }
						}
					}
				}
			}	
		}
	}
	
	immediate = {
		if = {
			limit = { has_province_modifier = partial_colony }
			#Find province culture
			owner = {
				if = { #Capital
					limit = { 
						capital_scope = { 
							NOT = { province_id = 419 } #If capital is in Old Volantis use Volantis' culture/religion 
							NOT = { province_id = ROOT }
						} 
					} 
					capital_scope = {
						save_event_target_as = colony_province_culture
						break = yes
					}
				}
				if = {
					limit = { capital_scope = { province_id = 419 } } #If capital is in Old Volantis use Volantis' culture/religion 
					417 = {
						save_event_target_as = colony_province_culture
						break = yes
					}
				}
				#Other random province
				random_demesne_province = {
					limit = {
						NOT = { province_id = ROOT }
						NOT = { has_province_flag = colony_province }
						OR = {
							religion = PREV
							culture_group = PREV
						}
					}
					save_event_target_as = colony_province_culture
					break = yes
				}
				#Liege's capital
				if = {
					limit = {
						capital_scope = { province_id = ROOT }
						independent = no
					}
					liege = {
						capital_scope = {
							save_event_target_as = colony_province_culture
							break = yes
						}
					}
				}
			}
		}	
	}

	option = {
		name = {
			text = "EVTOPTAunoccupied.4" #Yes
			trigger = { NOT = { has_province_modifier = partial_colony } }
		}	
		name = {
			text = "EVTOPTAunoccupied.5" #Yes
			trigger = { has_province_modifier = partial_colony }
		}
		if = {
			limit = { has_province_modifier = partial_colony }
			owner = { 
				job_treasurer = { 
					if = {
						limit = {
							OR = {
								liege = { ai = yes }
								AND = {
									has_job_action = action_oversee_construction
									location = { province_id = ROOT }
								}
							}
						}
						prestige = 100
						hidden_tooltip = {
							change_variable = { which = "services_rendered" value = 2 } 
							reverse_opinion = {
								modifier = opinion_service_rendered
								who = ROOT
								years = 3
							}
						}	
					}	
				}
				prestige = 250 
				event_target:colony_province_culture = {
					if = {
						limit = { #High Valyrian special case
							culture = high_valyrian 
							has_game_rule = { name = high_valyrian_cull value = on }
						}
						ROOT = { 
							if = {
								limit = {
									region = world_valyria
								}		
								culture = high_valyrian 
							}
							else_if = {
								limit = {
									region = world_braavos
								}		
								culture = braavosi
							}						
							else_if = {
								limit = {
									region = world_lys
								}
								culture = lysene
							}
							else_if = {
								limit = {
									region = world_qohor
								}
								culture = qohorik
							}
							else_if = {
								limit = {
									region = world_norvos
								}
								culture = norvosi
							}
							else_if = {
								limit = {
									region = world_myr
								}
								culture = myrman
							}
							else_if = {
								limit = {
									region = world_tyrosh
								}
								culture = tyroshi
							}
							else_if = {
								limit = {
									province_id = 419 #old volantis
								}
								culture = eastern_valyrian
							}
							else_if = {
								limit = {
									region = world_volantis
								}
								culture = volantene
							}
							else_if = {
								limit = {
									region = world_lorath
								}
								culture = lorathi
							}
							else_if = {
								limit = {
									OR = {
										province_id = 747
										region = world_sothoryos
									}
								}
								culture = gogossosi
							}
							else_if = {
								limit = {
									region = world_essaria
								}
								culture = essarian
							}
							else_if = {
								limit = { region = world_westeros }
								culture = western_valyrian
							}	
							else = {
								culture = eastern_valyrian
							}	
						}
					}
					else_if = {
						limit = { #Valyrian changes to appropriate culture for continent
							OR = {
								culture = western_valyrian 
								culture = eastern_valyrian
							}	
						}
						ROOT = { 
							if = {
								limit = { region = world_westeros }
								culture = western_valyrian
							}	
							if = {
								limit = { NOT = { region = world_westeros } }
								culture = eastern_valyrian
							}	
						}
					}
					#Dothraki mess
					else_if = {
						limit = { 
							culture = dothraki
							ROOT = { NOT = { region = world_dothraki } }
						}
						ROOT = {
							if = {
								limit = {
									region = world_volantis
								}
								culture = eastern_valyrian
							}
							else_if = {
								limit = {
									region = world_essaria
								}
								culture = essarian
							}
							else_if = {
								limit = {
									region = world_sarnor
									OR = { #d_omber
										province_id = 559
										province_id = 558
										province_id = 557
										province_id = 560
									}
								}
								culture = omberi
							}
							else_if = {
								limit = {
									region = world_sarnor
								}
								culture = sarnorian
							}
							else_if = {
								limit = {
									OR = {
										region = world_skahazadhan
										region = world_hazdahn
									}
								}
								culture = ghiscari
							}
							else_if = {
								limit = {
									OR = {
										region = world_ibben
										region = world_ifeqevron
									}
								}
								culture = ibbenese
							}
							else_if = {
								limit = {
									region = world_bone_mountains
									OR = { #d_kayakayanaya
										province_id = 680
										province_id = 682
										province_id = 683
									}
								}
								culture = kayakayanayan
							}
							else_if = {
								limit = {
									region = world_bone_mountains
									OR = { #d_samyriana / d_adakhakileki
										province_id = 659
										province_id = 660
										province_id = 661
										province_id = 677
										province_id = 678
										province_id = 679
									}
								}
								culture = samyrianan
							}
							else_if = {
								limit = {
									region = world_bone_mountains
									OR = { #d_bayasabhad
										province_id = 671
										province_id = 674
										province_id = 676
									}
								}
								culture = bayasabhadi
							}
							else_if = {
								limit = {
									region = world_bone_mountains
								}
								culture = hyrkooni
							}
							else = {
								culture = PREV
							}
						}
					}
					else = {
						ROOT = { culture = PREV }
					}					
					ROOT = { religion = PREV }
				}			
			}
			#build city holding if one is not present
			owner = {
				ROOT = {
					if = {
						limit = {
							NOT = { region = world_westeros }
							#has_empty_holding = yes
							NOT = { any_province_holding = { holding_type = city } }	
						}
						build_holding = {
							type = city
							holder = PREV
						}
						random_province_holding = {
							limit = {
								holding_type = city
								holder_scope = { character = PREVPREVPREV }
							}
							save_event_target_as = new_city_holding						
							location = { province_event = { id = unoccupied.399 } } #increase base value, seperate event to avoid 'break'
						}
					}
				}
			}	
			remove_province_modifier = partial_colony
			clr_province_flag = ruined_province
			clr_province_flag = colony_province
			clr_province_flag = dredged
			clr_province_flag = roads
			clr_province_flag = scrolls_found
			clr_province_flag = vault_found
			clr_province_flag = ca_colony_1
			clr_province_flag = ca_colony_2
			clr_province_flag = ca_colony_3
			clr_province_flag = ca_colony_4
			clr_province_flag = ca_colony_5
			clr_province_flag = ca_colony_6
			if = { #If Dothraki sea territory mark as colonised
				limit = { traditional_nomad_territory_trigger = yes }
				set_province_flag = dothraki_colony_province
			}
			#Change Isle of Cedars to New Valyria/Ghiscar
			if = {
				limit = { duchy = { title = d_isle_of_cedars } }
				if = {
					limit = {
						duchy = {
							dejure_liege_title = { 
								NOT = { title = k_north_valyria }
								NOT = { dejure_liege_title = { title = e_new_valyria } }
							}	
							NOT = { 
								any_direct_de_jure_vassal_title = {
									holder_scope = { 
										NOT = { culture_group = unoccupied_group }
										capital_scope = { empire = { title = e_ghiscar } } 
									}
								}
							}
						}
						owner = { capital_scope = { empire = { title = e_new_valyria } } }
					}
					k_north_valyria = { 
						d_isle_of_cedars = { de_jure_liege = PREV }
					}
				}
				if = {
					limit = {
						duchy = {
							dejure_liege_title = { 
								NOT = { dejure_liege_title = { title = e_ghiscar } }
							}	
							NOT = { 
								any_direct_de_jure_vassal_title = {
									holder_scope = { 
										NOT = { culture_group = unoccupied_group }
										capital_scope = { empire = { title = e_new_valyria } } 
									}
								}
							}
						}
						owner = { capital_scope = { empire = { title = e_ghiscar } } }
					}
					owner = {
						capital_scope = {
							kingdom = {
								d_isle_of_cedars = { de_jure_liege = PREV }
							}
						}
					}			
				}
			}
			hidden_tooltip = {
				remove_province_modifier = natives_enslaved
				county = {
					any_direct_de_jure_vassal_title = {
						limit = { has_holder = yes }
						clr_title_flag = sub_barony_ruin
						remove_building = ca_colony_1
						remove_building = ct_colony_1
						remove_building = ca_colony_2
						remove_building = ct_colony_2
						remove_building = ca_colony_3
						remove_building = ct_colony_3
						remove_building = ca_colony_4
						remove_building = ct_colony_4
						remove_building = ca_colony_5
						remove_building = ct_colony_5
						remove_building = ca_colony_6
						remove_building = ct_colony_6
					}	
				}	
			}
			if = {
				limit = { 
					OR = {
						has_province_modifier = depopulated_1
						has_province_modifier = depopulated_2
						has_province_modifier = depopulated_3
					}
				}
				decrease_depopulation_effect = yes
			}
			break = yes
		}
		if = {
			limit = { NOT = { has_province_modifier = partial_colony } }
			remove_province_modifier = colony
			add_province_modifier = {
				name = partial_colony
				duration = -1
			}
			if = {
				limit = { 
					OR = {
						has_province_modifier = depopulated_1
						has_province_modifier = depopulated_2
						has_province_modifier = depopulated_3
					}
				}
				decrease_depopulation_effect = yes
			}
		}	
	}
}
character_event = { #dummy event to display MTTH/% chance on oversee construction job action
	id = unoccupied.499
	title = "EVTTITLEunoccupied.499"
	
	is_triggered_only = yes
	
	trigger = {
		always = no
	}
	
	mean_time_to_happen = {
		years = 15
		
		modifier = {
			factor = 0.5
			has_game_rule = { name = colinisation_time value = short }
		}
		modifier = {
			factor = 2
			has_game_rule = { name = colinisation_time value = long }
		}
		
		modifier = {
			factor = 0.66
			location = { has_province_modifier = partial_colony }
		}
		
		modifier = {
			factor = 1.33
			location = { has_province_flag = ca_colony_2 }
		}
		modifier = {
			factor = 1.66
			location = { has_province_flag = ca_colony_3 }
		}
		modifier = {
			factor = 2
			location = { has_province_flag = ca_colony_4 }
		}
		modifier = {
			factor = 2.33
			location = { has_province_flag = ca_colony_5 }
		}
		modifier = {
			factor = 2.66
			location = { has_province_flag = ca_colony_6 }
		}
				
		modifier = {
			factor = 1.5
			location = { has_province_modifier = asoiaf_mild_winter }
		}
		modifier = {
			factor = 2
			location = { has_province_modifier = asoiaf_normal_winter }
		}
		modifier = {
			factor = 3
			location = { has_province_modifier = asoiaf_harsh_winter }
		}
		modifier = {
			factor = 1.5
			location = { has_province_modifier = natives_enslaved }
		}
		modifier = {
			factor = 2
			location = { has_province_modifier = colony_famine }
		}
		modifier = {
			factor = 2
			location = { has_province_modifier = colony_slow_economy }
		}
		
		#Slavery
		modifier = {
			factor = 0.9
			location = { has_province_modifier = slave_modifier_1 }
		}
		modifier = {
			factor = 0.8
			location = { has_province_modifier = slave_modifier_2 }
		}
		modifier = {
			factor = 0.7
			location = { has_province_modifier = slave_modifier_3 }
		}
		modifier = {
			factor = 0.6
			location = { has_province_modifier = slave_modifier_4 }
		}
		modifier = {
			factor = 0.5
			location = { has_province_modifier = slave_modifier_5 }
		}
		
		#misc modifiers from other sources
		modifier = {
			factor = 0.95
			location = { has_province_modifier = master_builder }
		}
		modifier = {
			factor = 1.3
			location = { has_province_modifier = sabotaged_building }
		}
		modifier = {
			factor = 1.5
			location = { has_province_modifier = smugglers_ring }
		}
		modifier = {
			factor = 0.8
			location = { has_province_modifier = stone_quarry }
		}
		modifier = {
			factor = 0.8
			location = { has_province_modifier = friendly_innovations }
		}
		modifier = {
			factor = 0.8
			location = { has_province_modifier = carpenters_guild }
		}
		modifier = {
			factor = 1.3
			location = { has_province_modifier = outlawed_guild }
		}
		modifier = {
			factor = 0.975
			location = { has_province_modifier = prosperity_modifier_2 }
		}
		modifier = {
			factor = 0.95
			location = { has_province_modifier = prosperity_modifier_3 }
		}
		modifier = {
			factor = 0.85
			location = { has_province_modifier = logging_company_province }
		}
		modifier = {
			factor = 0.85
			location = { has_province_modifier = inspired_peasantry }
		}
		modifier = {
			factor = 0.85
			location = { has_province_modifier = new_roads }
		}
		modifier = {
			factor = 1.2
			location = { has_province_modifier = sabotaged_buildings }
		}
		modifier = {
			factor = 0.8
			location = { has_province_modifier = blast_furnace }
		}
		##
		
		modifier = {
			factor = 0.75
			location = { had_province_flag = { flag = colony_province days = 18250 } }
		}
		modifier = {
			factor = 0.75
			location = { had_province_flag = { flag = colony_province days = 21900 } }
		}
		modifier = {
			factor = 0.75
			location = { had_province_flag = { flag = colony_province days = 24000 } }
		}
		modifier = {
			factor = 0.5
			location = { had_province_flag = { flag = colony_province days = 26000 } }
		}
		
		modifier = {
			factor = 1.11
			location = { owner = { NOT = { stewardship = 2 } } }
		}
		modifier = {
			factor = 1.11
			location = { owner = { NOT = { stewardship = 4 } } }
		}
		modifier = {
			factor = 1.11
			location = { owner = { NOT = { stewardship = 6 } } }
		}
		modifier = {
			factor = 1.11
			location = { owner = { NOT = { stewardship = 8 } } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 12 } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 14 } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 16 } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 20 } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 22 } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 24 } }
		}
		modifier = {
			factor = 0.9
			location = { owner = { stewardship = 26 } }
		}		
		modifier = {
			factor = 0.9
		}
		modifier = {
			factor = 0.9
			stewardship = 14
		}
		modifier = {
			factor = 0.9
			stewardship = 16	
		}
		modifier = {
			factor = 0.9
			stewardship = 18
		}
		modifier = {
			factor = 0.9
			stewardship = 20	
		}
		modifier = {
			factor = 0.9
			stewardship = 22
		}
		modifier = {
			factor = 0.9
			stewardship = 24	
		}
		modifier = {
			factor = 0.8
			stewardship = 26	
		}
	}
	
	option = {
		name = OK
	}
}	
#Famine
province_event = {
	id = unoccupied.6
	desc = "EVTDESCunoccupied.6"
	picture = "GFX_evt_china_famine"
	
	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}
		NOT = { has_province_modifier = colony_famine }
		owner = {
			NOT = { culture_group = unoccupied_group }
		}
	}
	
	mean_time_to_happen = {
		years = 15
		modifier = {
			factor = 0.75
			has_province_modifier = colony_slow_economy
		}	
		modifier = {
			factor = 0.8
			has_province_modifier = asoiaf_mild_winter
		}
		modifier = {
			factor = 0.5
			has_province_modifier = asoiaf_normal_winter
		}
		modifier = {
			factor = 0.33
			has_province_modifier = asoiaf_harsh_winter
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { stewardship = 2 } }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { stewardship = 4 } }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { stewardship = 6 } }
		}
		modifier = {
			factor = 0.9
			owner = { NOT = { stewardship = 8 } }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 14 }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 16 }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 20 }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 22 }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 24 }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 26 }
		}
		modifier = {
			factor = 1.11
			owner = { stewardship = 28 }
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 14
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 16
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 18
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 20
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 22
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 24
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 26
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 28
				}
			}	
		}
		modifier = {
			factor = 1.11
			owner = { 
				job_treasurer = { 
					has_job_action = action_oversee_construction
					stewardship = 30
				}
			}	
		}
	}
	
	immediate = { owner = { character_event = { id = unoccupied.601 } } }

	option = {
		name = "EVTOPTAunoccupied.6" #Offer relief
	}
}
#Famine
character_event = {
	id = unoccupied.601
	desc = "EVTDESCunoccupied.6"
	picture = "GFX_evt_china_famine"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.6" #Offer relief
		ai_chance = {
			factor = 200
			modifier = {
				factor = 2
				trait = kind		
			}
			modifier = {
				factor = 2
				trait = diligent		
			}
			modifier = {
				factor = 2
				trait = charitable		
			}
			modifier = {
				factor = 0.5
				trait = cruel	
			}
			modifier = {
				factor = 0.5
				trait = slothful		
			}
			modifier = {
				factor = 0.5
				trait = greedy	
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_1
				}
				NOT = { wealth = 25 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_2
				}
				NOT = { wealth = 50 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_3
				}
				NOT = { wealth = 75 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_4
				}
				NOT = { wealth = 100 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_5
				}
				NOT = { wealth = 125 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_6
				}
				NOT = { wealth = 150 }			
			}
		}
		FROM = {
			add_province_modifier = {
				name = colony_famine
				duration = 365
			}
			if = {
				limit = {
					has_province_flag = ca_colony_1
				}
				owner = { wealth = -50 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_2
				}
				owner = { wealth = -100 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_3
				}
				owner = { wealth = -150 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_4
				}
				owner = { wealth = -200 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_5
				}
				owner = { wealth = -250 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_6
				}
				owner = { wealth = -300 }
			}
		}	
	}
	option = {
		name = "EVTOPTBunoccupied.6" #Cannot do anything
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				liege = { NOT = { character = PREV } }
			}
		}
		FROM = {
			add_province_modifier = {
				name = colony_famine
				duration = 365
			}
			random = {
				chance = 50
				hidden_tooltip = { province_event = { id = unoccupied.7 } }
				if = {
					limit = { has_province_modifier = colony }
					custom_tooltip = { text = TOOLTIPEVTOPTBunoccupied.6 }
				}
				if = {
					limit = { has_province_modifier = partial_colony }
					tooltip = { 
						remove_province_modifier = partial_colony				
					}			
				}			
			}	
		}	
	}
	option = {
		name = "EVTOPTCunoccupied.6" #Ask liege for help
		trigger = { 
			liege = { NOT = { character = PREV } }
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				trait = proud	
			}
			modifier = {
				factor = 2
				trait = humble	
			}
		}
		FROM = {
			add_province_modifier = {
				name = colony_famine
				duration = 365
			}
			owner = { liege = { character_event = { id = unoccupied.602 days = 5 tooltip = TOOLTIPunoccupied.8 } } }
		}	
	}
}
character_event = {
	id = unoccupied.602
	desc = "EVTDESCunoccupied.602"
	picture = "GFX_evt_china_famine"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.6" #Offer relief
		ai_chance = {
			factor = 200
			
			modifier = {
				factor = 1.5
				is_close_relative = FROM
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 25 }	
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 50 }	
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 75 }	
			}
			modifier = {
				factor = 1.25
				opinion = { who = FROM value = 100 }	
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -24 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -49 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -74 } }
			}
			modifier = {
				factor = 0.8
				NOT = { opinion = { who = FROM value = -99 } }
			}
			
			modifier = {
				factor = 2
				trait = kind		
			}
			modifier = {
				factor = 2
				trait = diligent		
			}
			modifier = {
				factor = 2
				trait = charitable		
			}
			modifier = {
				factor = 0.5
				trait = cruel	
			}
			modifier = {
				factor = 0.5
				trait = slothful		
			}
			modifier = {
				factor = 0.5
				trait = greedy	
			}
			modifier = {
				factor = 0.05
				FROMFROM = {
					has_province_flag = ca_colony_1
				}
				NOT = { wealth = 25 }			
			}
			modifier = {
				factor = 0.05
				FROMFROM = {
					has_province_flag = ca_colony_2
				}
				NOT = { wealth = 50 }			
			}
			modifier = {
				factor = 0.05
				FROMFROM = {
					has_province_flag = ca_colony_3
				}
				NOT = { wealth = 75 }			
			}
			modifier = {
				factor = 0.05
				FROMFROM = {
					has_province_flag = ca_colony_4
				}
				NOT = { wealth = 100 }			
			}
			modifier = {
				factor = 0.05
				FROMFROM = {
					has_province_flag = ca_colony_5
				}
				NOT = { wealth = 125 }			
			}
			modifier = {
				factor = 0.05
				FROMFROM = {
					has_province_flag = ca_colony_6
				}
				NOT = { wealth = 150 }			
			}
		}
		FROM = {
			FROM = {
				if = {
					limit = {
						has_province_flag = ca_colony_1
					}
					ROOT = { wealth = -50 }
				}
				if = {
					limit = {
						has_province_flag = ca_colony_2
					}
					ROOT = { wealth = -100 }
				}
				if = {
					limit = {
						has_province_flag = ca_colony_3
					}
					ROOT = { wealth = -150 }
				}
				if = {
					limit = {
						has_province_flag = ca_colony_4
					}
					ROOT = { wealth = -200 }
				}
				if = {
					limit = {
						has_province_flag = ca_colony_5
					}
					ROOT = { wealth = -250 }
				}
				if = {
					limit = {
						has_province_flag = ca_colony_6
					}
					ROOT = { wealth = -300 }
				}
			}
		}	
		FROM = {
			opinion = {
				who = ROOT
				modifier = opinion_gave_famine_relief
				months = 60
			}
			hidden_tooltip = { character_event = { id = unoccupied.603 days = 2 } }
		}
	}	
	
	option = {
		name = "EVTOPTBunoccupied.602" #No
		ai_chance = {
			factor = 10
		}
		tooltip = {
			FROM = {
				FROM = {
					random = {
						chance = 50
						hidden_tooltip = { province_event = { id = unoccupied.7 } }
						if = {
							limit = { has_province_modifier = colony }
							custom_tooltip = { text = TOOLTIPEVTOPTBunoccupied.6 }
						}
						if = {
							limit = { has_province_modifier = partial_colony }
							tooltip = { 
								remove_province_modifier = partial_colony				
							}			
						}					
					}	
				}
			}
		}
		FROM = {
			opinion = {
				who = ROOT
				modifier = opinion_refused_famine_relief
				months = 60
			}
			hidden_tooltip = { character_event = { id = unoccupied.604 days = 2 } }
		}		
	}	
}	
character_event = { #inform liege sent relief
	id = unoccupied.603
	desc = "EVTDESCunoccupied.603"
	picture = "GFX_evt_china_famine"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.603"	
	}
}	
character_event = { #inform liege refused relief
	id = unoccupied.604
	desc = "EVTDESCunoccupied.604"
	picture = "GFX_evt_china_famine"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.604"
		FROMFROMFROM = {
			random = {
				chance = 50
				hidden_tooltip = { province_event = { id = unoccupied.7 } }
				if = {
					limit = { has_province_modifier = colony }
					custom_tooltip = { text = TOOLTIPEVTOPTBunoccupied.6 }
				}
				if = {
					limit = { has_province_modifier = partial_colony }
					tooltip = { 
						remove_province_modifier = partial_colony				
					}			
				}				
			}	
		}		
	}
}	
#Colony is dissolved/set back a level
province_event = {
	id = unoccupied.7	
	picture = "GFX_evt_siege"
	
	desc = {
		text = "EVTDESCunoccupied.7"
		trigger = { has_province_modifier = colony }
	}
	desc = {
		text = "EVTDESCunoccupied.7B"
		trigger = { has_province_modifier = partial_colony }
	}
	
	is_triggered_only = yes
	
	immediate = { 
		#set_province_flag = destroyed_colony 
		#find refund beneficairy
		if = {
			limit = { NOT = { has_province_modifier = partial_colony } }
			owner = {
				if = {
					limit = {
						OR = {
							higher_tier_than = COUNT
							num_of_count_titles = 2
						}
					}
					save_event_target_as = refund_target
				}
				else = {
					liege = { save_event_target_as = refund_target }
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTAunoccupied.7" #Yes
		if = {
			limit = { has_province_modifier = partial_colony }
			remove_province_modifier = partial_colony
			add_province_modifier = {
				name = colony
				duration = -1
			}	
		}
		else = {
			#Refund- 35%
			if = {
				limit = { has_province_flag = ruined_province }
				event_target:refund_target = { 
					if = {
						limit = { has_game_rule = { name = colinisation_cost value = expensive } }
						wealth = 560
					}	
					else_if = {
						limit = { has_game_rule = { name = colinisation_cost value = normal } }
						wealth = 350
					}	
					else_if = {
						limit = { has_game_rule = { name = colinisation_cost value = cheap } }
						wealth = 140
					}	
				}
			}
			else_if = {
				limit = { 
					traditional_nomad_territory_trigger = yes
				}
				event_target:refund_target = {
					if = {
						limit = { has_game_rule = { name = colinisation_cost value = expensive } }
						wealth = 280
					}	
					else_if = {
						limit = { has_game_rule = { name = colinisation_cost value = normal } }
						wealth = 175
					}	
					else_if = {
						limit = { has_game_rule = { name = colinisation_cost value = cheap } }
						wealth = 70
					}
				}
			}	
			owner = { 
				hidden_tooltip = { #record owner and liege
					save_event_target_as = colony_owner
					liege = { save_event_target_as = colony_owner_liege }
					any_liege = {
						limit = { 
							ai = no 
							NOT = { character = PREV }
						}
						character_event = { id = unoccupied.799 }
					}
					FROM = { #inform sieger
						if = {
							limit = { 
								ai = no 
								NOT = { character = PREV }
								NOT = { is_vassal_or_below = PREV }
							}
							character_event = { id = unoccupied.799 }
						}
						if = {
							limit = { 
								is_ruler = no
								liege = {
									ai = no 
									NOT = { character = PREVPREV }
									NOT = { is_vassal_or_below = PREVPREV }
								}	
							}
							liege = { character_event = { id = unoccupied.799 } }
						}
					}
				}	
				prestige = -150 			
			}
			make_province_ruin_effect = yes
			hidden_tooltip = {	
				event_target:colony_owner_liege = { event_target:colony_owner = { set_defacto_liege = PREV } } #just in case coloniser erroneously becomes independent
			}
			county = { add_pressed_claim = event_target:colony_owner }
		}	
	}
}	
character_event = { #inform liege
	id = unoccupied.799
	desc = "EVTDESCunoccupied.799"
	picture = "GFX_evt_siege"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.7" #Yes
	}
}	
#Dredge Harbour?
province_event = {
	id = unoccupied.8
	picture = GFX_evt_busy_trading_dock_republic

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}
		port = yes
		NOT = { has_province_flag = dredged }
		NOT = { has_province_modifier = colony_slow_economy }
		owner = {
			NOT = { culture_group = unoccupied_group }
		}
	}
	
	mean_time_to_happen = {
		years = 15
	}
	
	immediate = { owner = { character_event = { id = unoccupied.801 } } }

	option = {
		name = "EVTOPTAunoccupied.8" 
	}
}
#Dredge Harbour?
character_event = {
	id = unoccupied.801
	desc = "EVTDESCunoccupied.8"
	picture = GFX_evt_busy_trading_dock_republic

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.8" #Do it
		ai_chance = {
			factor = 200
			modifier = {
				factor = 2
				trait = kind		
			}
			modifier = {
				factor = 2
				trait = diligent		
			}
			modifier = {
				factor = 2
				trait = charitable		
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_1
				}
				NOT = { wealth = 0 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_2
				}
				NOT = { wealth = 25 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_3
				}
				NOT = { wealth = 35 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_4
				}
				NOT = { wealth = 50 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_5
				}
				NOT = { wealth = 60 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_6
				}
				NOT = { wealth = 75 }			
			}
		}
		FROM = {
			set_province_flag = dredged
			if = {
				limit = {
					has_province_flag = ca_colony_1
				}
				owner = { wealth = -25 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_2
				}
				owner = { wealth = -50 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_3
				}
				owner = { wealth = -75 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_4
				}
				owner = { wealth = -100 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_5
				}
				owner = { wealth = -125 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_6
				}
				owner = { wealth = -150 }
			}
		}	
	}
	option = {
		name = "EVTOPTBunoccupied.8" #No
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = cruel	
			}
			modifier = {
				factor = 2
				trait = slothful		
			}
			modifier = {
				factor = 2
				trait = greedy	
			}
		}
		FROM = {
			add_province_modifier = {
				name = colony_slow_economy
				duration = 730
			}
		}	
	}
}
#Build Roads?
province_event = {
	id = unoccupied.9
	picture = GFX_evt_market

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}
		NOT = { has_province_flag = roads }
		NOT = { has_province_modifier = colony_slow_economy }
		owner = {
			NOT = { culture_group = unoccupied_group }
		}
	}
	
	mean_time_to_happen = {
		years = 15
	}
	
	immediate = { owner = { character_event = { id = unoccupied.901 } } }

	option = {
		name = "EVTOPTAunoccupied.9" 
	}
}
#Build Roads?
character_event = {
	id = unoccupied.901
	desc = "EVTDESCunoccupied.9"
	picture = GFX_evt_market

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.9" #Do it
		ai_chance = {
			factor = 200
			modifier = {
				factor = 2
				trait = kind		
			}
			modifier = {
				factor = 2
				trait = diligent		
			}
			modifier = {
				factor = 2
				trait = charitable		
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_1
				}
				NOT = { wealth = 0 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_2
				}
				NOT = { wealth = 25 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_3
				}
				NOT = { wealth = 35 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_4
				}
				NOT = { wealth = 50 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_5
				}
				NOT = { wealth = 60 }			
			}
			modifier = {
				factor = 0.05
				FROM = {
					has_province_flag = ca_colony_6
				}
				NOT = { wealth = 75 }			
			}
		}
		FROM = {
			set_province_flag = roads
			if = {
				limit = {
					has_province_flag = ca_colony_1
				}
				owner = { wealth = -25 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_2
				}
				owner = { wealth = -50 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_3
				}
				owner = { wealth = -75 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_4
				}
				owner = { wealth = -100 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_5
				}
				owner = { wealth = -125 }
			}
			if = {
				limit = {
					has_province_flag = ca_colony_6
				}
				owner = { wealth = -150 }
			}
		}	
	}
	option = {
		name = "EVTOPTBunoccupied.9" #No
		ai_chance = {
			factor = 10
			modifier = {
				factor = 2
				trait = cruel	
			}
			modifier = {
				factor = 2
				trait = slothful		
			}
			modifier = {
				factor = 2
				trait = greedy	
			}
		}
		FROM = {
			add_province_modifier = {
				name = colony_slow_economy
				duration = 730
			}
		}	
	}
}
###Native Rebels
# Triggered from TOG.1999
province_event = {
	id = unoccupied.10	
	picture = GFX_evt_peasants
	border = GFX_event_normal_frame_war
	desc = EVTDESCunoccupied.10
	
	is_triggered_only = yes

	immediate = {
		if = {
			limit = { #Sothoryos are always brindlemen
				region = world_sothoryos	
			}
			create_random_soldier = {
				random_traits = yes
				dynasty = none
				religion = sothoryos_rel
				culture = brindlemen
				female = no
			}
		}	
		if = {
			limit = {
				NOT = {
					region = world_sothoryos
					province_id = 834
					title = c_thousand_islands
				}	
			}
			create_random_soldier = {
				random_traits = yes
				dynasty = none
				religion = ROOT
				culture = ROOT
				female = no
			}
		}
		if = {
			limit = {
				OR = {
					province_id = 834
					title = c_thousand_islands
				}
			}
			create_random_soldier = {
				random_traits = yes
				dynasty = none
				religion = fish_gods
				culture = islander
				female = no
			}
		}		
		new_character = {
			change_martial = 5
			remove_trait = inbred
			remove_trait = imbecile
			remove_trait = slow
			remove_trait = infirm
			remove_trait = incapable
			remove_trait = dwarf
			remove_trait = hunchback
			remove_trait = clubfooted
			remove_trait = weak
			remove_trait = leper
			remove_trait = ill
			remove_trait = pneumonic
			remove_trait = maimed
			random_list = {
				30 = { add_trait = master_warrior }
				30 = { add_trait = skilled_warrior }
				20 = { add_trait = trained_warrior }
				20 = { add_trait = poor_warrior }
			}
			
			
			if = { #nomad natives
				limit = { 
					ROOT = {
						NOT = { has_province_flag = ruined_province }
						traditional_nomad_territory_trigger = yes
					}
				}
				create_title = {
					tier = DUKE
					landless = yes
					temporary = yes
					adventurer = yes
					culture = ROOT
					name = "NATIVE_REVOLT_NOMAD"
					holder = THIS
				}
				set_character_flag = native_nomad_usurper
				set_character_flag = raiding_adventurer
				set_government_type = wildling_feudal_government
				ROOT = { 
					save_event_target_as = target_province 
					owner = { save_event_target_as = previous_liege }
				}
				character_event = { id = HL.105 } #create troops steppe
				character_event = { id = HL.105 } #create troops steppe
				if = {
					limit = {
						has_game_rule = {
							name = provincial_revolt_strength
							value = powerful
						}
					}
					character_event = { id = HL.105 } #create troops steppe
					wealth = 150
				}
				
				if = {
					limit = {
						has_game_rule = {
							name = provincial_revolt_strength
							value = very_powerful
						}
					}
					character_event = { id = HL.105 } #create troops steppe
					character_event = { id = HL.105 } #create troops steppe
					wealth = 250
				}
				
				if = {
					limit = {
						has_game_rule = {
							name = provincial_revolt_strength
							value = extremely_powerful
						}
					}
					character_event = { id = HL.105 } #create troops steppe
					character_event = { id = HL.105 } #create troops steppe
					character_event = { id = HL.105 } #create troops steppe
					wealth = 350
				}
				character_event = { id = HL.110 days = 1095 } # Ping to see if he's ready to settle, repeating every 3 years.
			}	
			if = {
				limit = { 
					NOT = {
						ROOT = {
							NOT = { has_province_flag = ruined_province }
							traditional_nomad_territory_trigger = yes
						}
					}
				}	
				create_title = {
					tier = DUKE
					landless = yes
					temporary = yes
					rebel = yes
					culture = ROOT
					name = "NATIVE_REVOLT"
					holder = THIS
				}			
				spawn_native_army_effect = yes
				
				if = {
					limit = {
						has_game_rule = {
							name = provincial_revolt_strength
							value = powerful
						}
					}
					spawn_native_army_effect = yes
					wealth = 150
				}
				
				if = {
					limit = {
						has_game_rule = {
							name = provincial_revolt_strength
							value = very_powerful
						}
					}
					spawn_native_army_effect = yes
					spawn_native_army_effect = yes
					spawn_native_army_effect = yes
					wealth = 250
				}
				
				if = {
					limit = {
						has_game_rule = {
							name = provincial_revolt_strength
							value = extremely_powerful
						}
					}
					spawn_native_army_effect = yes
					spawn_native_army_effect = yes
					spawn_native_army_effect = yes
					spawn_native_army_effect = yes
					spawn_native_army_effect = yes
					wealth = 350
				}
			}	
						
			# DoW on the province top liege
			ROOT = {
				owner = {
					top_liege = {
#						set_defacto_vassal = PREVPREVPREV
						reverse_war = {
							target = PREVPREVPREV
							casus_belli = native_revolt
							thirdparty_title = ROOT # The county
						}
						reverse_opinion = {
							who = PREVPREVPREV
							modifier = opinion_evil_tyrant
						}
					}
				}
			}
		}
		
		owner = {
			any_liege = { # Inform the lieges
				character_event = {
					id = unoccupied.1001
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTAunoccupied.10"
	}
}
character_event = {
	id = unoccupied.1001
	desc ="EVTDESCunoccupied.1001"
	picture = GFX_evt_peasants
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = OK
	}
}
#Oldstones regalia
province_event = {
	id = unoccupied.11

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		province_id = 81
		has_province_flag = ruined_province
		NOT = { has_province_flag = regalia_found }
		owner = { 
			NOT = { culture = ruin } 
			NOT = { has_character_flag = no_oldstones_regalia }
		}
	}
	
	mean_time_to_happen = {
		years = 60
	}
	
	immediate = { owner = { narrative_event = { id = unoccupied.1101 } } }

	option = {
		name = OK
	}
}
#Oldstones regalia
narrative_event = {
	id = unoccupied.1101
	title = "EVTtitleunoccupied.11"
	desc = "EVTDESCunoccupied.11"
	picture = GFX_evt_oldstones

	is_triggered_only = yes
	
	option = {
		name = {
			text = "EVTOPTAunoccupied.11" #I shall be River King!
			trigger = {
				NOT = { has_landed_title = e_iron_throne }
				NOT = { has_landed_title = e_riverlands }
			}
		}	
		name = {
			text = "EVTOPTBunoccupied.11" #Good
			trigger = {
				OR = {
					has_landed_title = e_iron_throne 
					has_landed_title = e_riverlands
				}	
			}
		}	
		ai_chance = {
			factor = 15
			modifier = {
				factor = 5
				trait = ambitious		
			}
			modifier = {
				factor = 0
				trait = content		
			}
			modifier = {
				factor = 3
				trait = proud		
			}
			modifier = {
				factor = 0
				trait = humble	
			}
			modifier = {
				factor = 3
				trait = ruthless	
			}
			modifier = {
				factor = 0
				trait = honorable
			}
		}
		FROM = { set_province_flag = regalia_found }
		add_artifact = river_kings_crown
		new_artifact = { set_artifact_flag = heirloom_@ROOT }
		wealth = 250		
		prestige = 100
		if = {
			limit = {
				NOT = { has_landed_title = e_iron_throne }
				NOT = { has_landed_title = e_riverlands }
			}
			if = {
				limit = { e_riverlands = { has_holder = yes } }
				e_riverlands = { add_pressed_claim = ROOT }
			}
			if = {
				limit = { 
					e_riverlands = { has_holder = no } 
					NOT = { has_landed_title = k_riverlands }
				}
				k_riverlands = { add_pressed_claim = ROOT }
			}
			if = {
				limit = {
					NOT = { trait = content }
				}
				add_trait = ambitious
				hidden_tooltip = { character_event = { id = 38278 } }
			}
		}	
	}
	option = {
		name = "EVTOPTCunoccupied.11" #Leave it be
		ai_chance = { factor = 10 }
		piety = 150
		set_character_flag = no_oldstones_regalia
		if = {
			limit = { 
				NOT = { trait = honorable }
				NOT = { trait = ruthless }
				NOT = { trait = deceitful }
				NOT = { personality_traits = 6 }
			}
			random = {
				chance = 50
				add_trait = honorable
				hidden_tooltip = { character_event = { id = 38314 } }
			}
		}
	}
}
#Summerhall dragon egg
province_event = {
	id = unoccupied.12

	hide_window = yes
	has_global_flag = summerhall_established
	has_flag = colony_province
	
	trigger = {
		province_id = 306		
		has_province_flag = ruined_province
		owner = { 
			NOT = { culture = ruin } 
			NOT = { has_character_flag = summerhall_dragon_egg }
		}
		NOT = { has_game_rule = { name = dragon_hatching_taming value = off } }
	}
	
	mean_time_to_happen = {
		years = 60
	}
	
	immediate = { owner = { narrative_event = { id = unoccupied.1201 } } }

	option = {
		name = OK
	}
}
#Summerhall dragon egg
narrative_event = {
	id = unoccupied.1201
	title = "EVTTITLEunoccupied.12"
	desc = "EVTDESCunoccupied.12"
	picture = "GFX_summerhall" 

	is_triggered_only = yes
	
	immediate = { set_character_flag = summerhall_dragon_egg }
	
	option = {
		name = "EVTOPTAunoccupied.12" 
		ai_chance = { 
			factor = 100
		}
		add_artifact = dragon_egg
		new_artifact = {
			set_artifact_flag = heirloom_@PREV
			set_name = [From.GetDynamicDragonEggName]
			save_event_target_as = new_dragon_egg
		}
		prestige = 250
		dragon = { #get random dragon mother
			limit = {
				is_alive = no
				dynasty = 497000
				any_child_even_if_dead = { always = yes }
			}
			event_target:new_dragon_egg = {
				set_artifact_flag = dragon_egg_mother_@PREV
			}
		}
	}
	option = {
		name = "EVTOPTBunoccupied.12" #sell it
		ai_chance = { 
			factor = 1
			modifier = {
				factor = 0
				OR = {
					trait = proud
					trait = ambitious
					trait = envious
					trait = greedy
					high_valyrian_dynasty_trigger = yes
				}
			}
			modifier = {
				factor = 100
				NOT = { wealth = 0 }
			}
			modifier = {
				factor = 2
				NOT = { wealth = -100 }
			}
		}
		wealth = 750
	}
}
#Find old religious scrolls
province_event = {
	id = unoccupied.13

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}
		NOT = { region = world_dothraki }
		NOT = { has_province_flag = scrolls_found }
		owner = { NOT = { culture_group = unoccupied_group } }
	}
	
	mean_time_to_happen = {
		years = 25
	}
	
	immediate = { set_province_flag = scrolls_found owner = { character_event = { id = unoccupied.1301 } } }

	option = {
		name = OK
	}
}
#Find old religious scrolls
character_event = {
	id = unoccupied.1301
	desc = "EVTDESCunoccupied.13"
	picture = GFX_evt_library

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.13" #carefully rescue them
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				AND = {
					trait = zealous
					FROM = { religion = ROOT }
				}
			}
			modifier = {
				factor = 1.5
				trait = proud		
			}
			modifier = {
				factor = 3
				trait = diligent
			}
			modifier = {
				factor = 10
				OR = {
					trait = erudite
					trait = scholar
					trait = theologian
					AND = {
						has_focus = focus_theology
						NOT = { FROM = { religion = ROOT } }
					}
					has_focus = focus_scholarship
					has_character_flag = specialisation_history
				}
			}
			modifier = {
				factor = 2
				FROM = { religion = ROOT }	
			}
			modifier = {
				factor = 0.5
				NOT = { FROM = { religion = ROOT } }
			}
			modifier = {
				factor = 0
				AND = {
					trait = zealous
					NOT = { FROM = { religion = ROOT } }
				}
			}
		}
		wealth = -50
		piety = 100
		add_artifact = religious_scroll
		new_artifact = {
			set_name = [From.GetDynamicReligiousScrollName]
		}
	}
	option = {
		name = "EVTOPTBunoccupied.13" #leave them rot
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				trait = cynical		
			}
			modifier = {
				factor = 2
				trait = cruel
			}
			modifier = {
				factor = 3
				trait = slothful
			}
			modifier = {
				factor = 2
				OR = {
					trait = slow
					trait = dull
				}
			}
			modifier = {
				factor = 20
				trait = imbecile
			}
		}
		piety = -50
	}
	option = {
		name = "EVTOPTCunoccupied.13" #Burn them!
		trigger = {
			NOT = { FROM = { religion = ROOT } }
		}
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				trait = zealous		
			}
			modifier = {
				factor = 3
				trait = proud		
			}
			modifier = {
				factor = 3
				trait = wroth
			}
		}
		piety = 50	
		if = {
			limit = { 
				NOT = { trait = zealous }
				NOT = { trait = cynical }
			}
			random = {
				chance = 25
				add_trait = zealous
				hidden_tooltip = { character_event = { id = 38269 } }
			}
		}
	}
	option = {
		name = "EVTOPTDunoccupied.12" #convert
		trigger = {
			NOT = { FROM = { religion = ROOT } }
			FROM = {
				NOT = {
					religion = pirate
					religion = corsair
				}
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 5
				trait = cynical		
			}
			modifier = {
				factor = 3
				trait = humble	
			}
			modifier = {
				factor = 3
				trait = patient
			}
			modifier = {
				factor = 0
				trait = zealous
			}
		}
		tooltip = {
			if = {
				limit = { trait = pirate }
				remove_trait = pirate
				if = {
					limit = { government = pirate_government }
					set_government_type = feudal_government
				}
			}
		}
		religion = FROM
	}
}
#Province broken by dragon converted to a ruin
province_event = {
	id = unoccupied.14
	desc = "You should not see this, please report as a bug (unoccupied.14)"
	picture = "GFX_evt_siege"
	
	trigger = {
		county = { 
			holder_scope = { 
				is_alive = no 
				NOT = { trait = high_valyrian } 
			} 
		}
		# OR = {
			# has_province_modifier = burning
			# has_province_modifier = burned1
			# has_province_modifier = burned2
			# has_province_modifier = burned3
		# }
	}
	
	mean_time_to_happen = { days = 30 }
	
	immediate = {
		if = {
			limit = {
				OR = {
					has_province_modifier = burning
					has_province_modifier = burned1
					has_province_modifier = burned2
					has_province_modifier = burned3
				}
			}
			county = { 
				holder_scope = { 
					any_vassal = {
						set_defacto_liege = THIS
					}
				} 
			}
			set_province_flag = dragon_intel
			make_province_ruin_effect = yes
			break = yes
		}	
		county = {
			random_character = {
				limit = {
					has_claim = PREV
					is_ruler = no
					OR = {
						NOT = { age = 14 }
						is_married = yes
						is_betrothed = yes
						can_marry = yes
					}
				}
				gain_title = PREV
			}
			if = {
				limit = { holder_scope = { is_alive = no } }
				create_character = {
					religion = ROOT
					culture = ROOT
					dynasty = actually_culture
					random_traits = yes
				}
				new_character = {
					ROOT = { 
						county = { 
							gain_title = PREVPREV 
						} 
					}
				}
			}
		}	
	}
	
	option = {
		name = OK
	}
}	
# character_event = {
	# id = unoccupied.140
	
	# #hide_window = yes
	# only_rulers = yes
	
	# trigger = {
		# any_demesne_title = {
			# tier = COUNT
			# any_de_jure_vassal_title = { 
				# holder_scope = {
					# is_alive = no 
					# NOT = { trait = high_valyrian }
				# }	
			# }
		# }	
	# }
	
	# mean_time_to_happen = { days = 30 }
	
	# immediate = {
		
	# }
	
	# option = {
		# name = OK
		# any_demesne_title = {
			# limit = { tier = COUNT }
			# any_de_jure_vassal_title = { 
				# limit = {
					# holder_scope = {
						# is_alive = no 
						# NOT = { trait = high_valyrian }
					# }
				# }
				# gain_title = ROOT	
			# }
		# }
	# }
# }	
#North Valyria dragon egg
province_event = {
	id = unoccupied.15

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		region = world_north_valyria
		has_province_flag = ruined_province
		owner = { 
			NOT = { culture = ruin } 
		}
		NOT = { has_province_flag = ruin_dragon_egg }
		NOT = { has_game_rule = { name = dragon_hatching_taming value = off } }
	}
	
	mean_time_to_happen = {
		years = 150
	}
	
	immediate = { 
		set_province_flag = ruin_dragon_egg
		owner = { character_event = { id = unoccupied.1501 } } 
	}

	option = {
		name = OK
	}
}
character_event = {
	id = unoccupied.1501
	desc = "EVTDESCunoccupied.15"
	picture = "GFX_targaryen_eggs" 

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.12" 
		add_artifact = dragon_egg
		new_artifact = {
			set_artifact_flag = heirloom_@PREV
			set_name = [From.GetDynamicDragonEggName]
		}
		prestige = 250
	}
	option = {
		name = "EVTOPTBunoccupied.12" #sell it
		wealth = 750
	}
}
#Dangerous Vault found
province_event = {
	id = unoccupied.16

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}
		NOT = { region = world_dothraki }	
		owner = { 
			NOT = { culture_group = unoccupied_group } 
			NOT = { has_artifact = valyrian_steel }
			NOT = { trait = incapable }
		}
		NOT = { has_province_flag = vault_found }
	}
	
	mean_time_to_happen = {
		years = 120
	}
	
	immediate = { 
		set_province_flag = vault_found
		owner = { character_event = { id = unoccupied.1601 } } 
	}

	option = {
		name = OK
	}
}
character_event = {
	id = unoccupied.1601
	desc = "EVTDESCunoccupied.16"
	picture = "GFX_evt_into_the_dungeon"

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.16" #I shall go myself!
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				trait = craven
			}
			modifier = {
				factor = 2
				trait = brave
			}
			modifier = {
				factor = 1.5
				trait = diligent
			}
			modifier = {
				factor = 1.5
				trait = humble
			}
		}
		random_list = {
			80 = {
				custom_tooltip = {
					text = TOOLTIPunoccupied.1601a #Unearth treasures
					hidden_tooltip = { character_event = { id = unoccupied.1602 days = 1 } }
				}
			}
			20 = {
				custom_tooltip = {
					text = TOOLTIPunoccupied.1601b #Die!
					hidden_tooltip = { character_event = { id = unoccupied.1603 days = 1 } }
				}
			}
		}
	}
	option = {
		name = "EVTOPTBunoccupied.16" #Send Marshall
		trigger = { job_marshal = { ai = yes } }
		ai_chance = {
			factor = 25
			modifier = {
				factor = 1.5
				trait = slothful
			}
			modifier = {
				factor = 1.5
				trait = proud
			}
			modifier = {
				factor = 2
				trait = craven
			}
		}
		job_marshal = {
			random_list = {
				80 = {
					custom_tooltip = {
						text = TOOLTIPunoccupied.1601a #Unearth treasures
						hidden_tooltip = { ROOT = { character_event = { id = unoccupied.1604 days = 1 } } }
					}
				}
				20 = {
					custom_tooltip = {
						text = TOOLTIPunoccupied.1601b #Die!
						hidden_tooltip = { ROOT = { character_event = { id = unoccupied.1605 days = 1 } } }
					}
				}
			}
		}
	}
	option = {
		name = "EVTOPTCunoccupied.16" #Too dangerous
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				trait = brave
			}
		}
		prestige = -50
	}
}
#Treasure found
character_event = {
	id = unoccupied.1602
	desc = "EVTDESCunoccupied.1602"
	picture = "GFX_evt_valyrian_steel"

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.1602" 
		add_artifact = valyrian_steel
		new_artifact = { 
			set_artifact_flag = heirloom_@PREV 
			get_random_sword_name_effect = yes
		}
		wealth = 300
		prestige = 100
		custom_tooltip = {
			text = TOOLTIPRENAMEARTIFACTADVICE
		}
	}
}
#Died in a trap
character_event = {
	id = unoccupied.1603
	desc = "EVTDESCunoccupied.1603"
	picture = "GFX_evt_death"

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.1603" 
		red_god_resurrect_effect = yes #check for rhllor resurrection
		death = { death_reason = death_accident }
	}
}		
#Marshal Treasure found
character_event = {
	id = unoccupied.1604
	desc = "EVTDESCunoccupied.1604"
	picture = "GFX_evt_valyrian_steel"

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.1604" #He deserves the sword
		ai_chance = {
			factor = 15
			modifier = {
				factor = 0 
				trait = greedy
			}
			modifier = {
				factor = 4
				trait = charitable
			}
			modifier = {
				factor = 2
				trait = honorable
			}
			modifier = {
				factor = 2
				trait = humble
			}
		}
		job_marshal = {
			add_artifact = valyrian_steel
			new_artifact = { set_artifact_flag = heirloom_@PREV }
			if = { #AI names sword
				limit = { ai = yes }
				new_artifact = { get_random_sword_name_effect = yes }
			}
			prestige = 100
			wealth = 150
			opinion = {
				who = ROOT
				modifier = opinion_gave_sword_to_me
				years = 50
			}
		}
		wealth = 150
		if = {
			limit = { 
				NOT = { trait = charitable }
				NOT = { trait = greedy }
				NOT = { personality_traits = 6 }
			}
			random = {
				chance = 50
				add_trait = charitable
				hidden_tooltip = { character_event = { id = 38273 } }
			}
		}
		if = {
			limit = { 
				NOT = { trait = honorable }
				NOT = { trait = ruthless }
				NOT = { trait = deceitful }
				NOT = { personality_traits = 6 }
			}
			random = {
				chance = 25
				add_trait = honorable
				hidden_tooltip = { character_event = { id = 38314 } }
			}
		}
	}
	option = {
		name = "EVTOPTBunoccupied.1604" #Just what is due
		ai_chance = {
			factor = 60
			modifier = {
				factor = 2
				trait = just
			}
			modifier = {
				factor = 2
				trait = diligent
			}
		}
		job_marshal = {
			wealth = 100
		}
		add_artifact = valyrian_steel
		new_artifact = { 
			set_artifact_flag = heirloom_@PREV
			get_random_sword_name_effect = yes
		}
		wealth = 200
		prestige = 100
		custom_tooltip = {
			text = TOOLTIPRENAMEARTIFACTADVICE
		}
	}	
	option = {
		name = "EVTOPTCunoccupied.1604" #Just what is due
		ai_chance = {
			factor = 15
			modifier = {
				factor = 4
				trait = greedy
			}
			modifier = {
				factor = 2
				trait = arbitrary
			}
			modifier = {
				factor = 2
				trait = ruthless
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 0
				trait = charitable
			}
			modifier = {
				factor = 0
				trait = honorable
			}
		}
		job_marshal = {
			opinion = {
				who = ROOT
				modifier = opinion_unhappy
				years = 5
			}		
		}
		add_artifact = valyrian_steel
		new_artifact = { 
			set_artifact_flag = heirloom_@PREV 
			get_random_sword_name_effect = yes
		}
		wealth = 300
		prestige = 100
		if = {
			limit = { 
				NOT = { trait = charitable }
				NOT = { trait = greedy }
				NOT = { personality_traits = 6 }
			}
			random = {
				chance = 50
				add_trait = greedy
				hidden_tooltip = { character_event = { id = 38252 } }
			}
		}
		custom_tooltip = {
			text = TOOLTIPRENAMEARTIFACTADVICE
		}
	}
}
#Marshal Died in a trap
character_event = {
	id = unoccupied.1605
	desc = "EVTDESCunoccupied.1605"
	picture = "GFX_evt_death"

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.1605" 
		job_marshal = { 
			red_god_resurrect_effect = yes #check for rhllor resurrection
			death = { death_reason = death_accident } 
		}
		prestige = -50
	}
}	
###Restore Amphitheatre?###
province_event = {
	id = unoccupied.17

	hide_window = yes
	has_flag = colony_province
	
	trigger = {		
		OR = {
			has_province_flag = ruined_province
			traditional_nomad_territory_trigger = yes
		}
		NOT = { region = world_dothraki }
		NOT = { region = world_westeros } #Eastern only thing	
		owner = { NOT = { culture_group = unoccupied_group } }
		NOT = { has_province_flag = restored_amphitheatre }
	}
	
	mean_time_to_happen = {
		years = 60
	}
	
	immediate = { 
		set_province_flag = restored_amphitheatre
		owner = { character_event = { id = unoccupied.1701 } } 
	}

	option = {
		name = OK
	}
}
character_event = {
	id = unoccupied.1701
	desc = "EVTDESCunoccupied.17"
	picture = "GFX_evt_castle_construction" 

	is_triggered_only = yes
	
	option = {
		name = "EVTOPTAunoccupied.17" #Rebuld it
		ai_chance = {
			factor = 75
			modifier = {
				factor = 3
				trait = charitable
			}
			modifier = {
				factor = 2
				trait = diligent
			}
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 2
				trait = ambitious
			}
			modifier = {
				factor = 0
				NOT = { wealth = 100 }
			}
			modifier = {
				factor = 0.1
				NOT = { wealth = 350 }
			}
			modifier = {
				factor = 2
				wealth = 700
			}
		}
		random_demesne_title = {
			limit = {
				tier = BARON
				holding_type = city
				location = { province_id = FROM }
			}
			add_building = ct_amphitheatre
		}
		if = {
			limit = {
				NOT = {
					any_demesne_title = {
						tier = BARON
						holding_type = city
						location = { province_id = FROM }
					}
				}	
			}
			random_realm_lord = {
				limit = {
					any_demesne_title = {
						tier = BARON
						holding_type = city
						location = { province_id = FROM }
					}
				}
				random_demesne_title = {
					limit = {
						tier = BARON
						holding_type = city
						location = { province_id = FROM }
					}
					add_building = ct_amphitheatre
				}
			}
		}
		wealth = -350
		prestige = 50
		add_character_modifier = {
			name = patron_of_amphitheatre
			duration = 5475
		} 		
	}
	option = {
		name = "EVTOPTBunoccupied.17" #No
		ai_chance = {
			factor = 25
			modifier = {
				factor = 5
				trait = greedy
			}
			modifier = {
				factor = 3
				trait = slothful
			}
			modifier = {
				factor = 3
				trait = humble
			}
			modifier = {
				factor = 3
				trait = content
			}
		}
		prestige = -50
	}
}
###AI colonisation prompt###
character_event = {
	id = unoccupied.18
	picture = "GFX_evt_castle_construction"

	is_triggered_only = yes
	only_playable = yes
	min_age = 16
	capable_only = yes
	prisoner = no
	ai = yes
	war = no
	
	trigger = {	
		OR = {
			AND = {
				has_game_rule = { name = colinisation_cost value = expensive }
				monthly_income = 32
				wealth = 480
			}	
			AND = {
				has_game_rule = { name = colinisation_cost value = normal }
				monthly_income = 20
				wealth = 300
			}
			AND = {
				has_game_rule = { name = colinisation_cost value = cheap }
				monthly_income = 8
				wealth = 120
			}
		}		
		NOT = { has_character_flag = loan_taken }
		NOT = { has_character_modifier = loan_timer }
		NOT = { has_character_flag = offended_moneylenders }
		NOT = { any_demesne_province = { has_province_flag = colony_province } }
		NOT = { trait = nightswatch } 
		NOT = { culture_group = unoccupied_group }
		NOT = { trait = kingsguard }
	}
	
	option = {
		name = YES
		ai_chance = {
			factor = 33
			modifier = {
				factor = 0
				trait = content
			}
			modifier = {
				factor = 5
				trait = ambitious
			}
			modifier = {
				factor = 0.33
				trait = slothful
			}
			modifier = {
				factor = 3
				trait = diligent
			}
			modifier = {
				factor = 0.33
				trait = greedy
			}
			modifier = {
				factor = 3
				trait = charitable
			}
			modifier = {
				factor = 0.5
				NOT = { stewardship = 8 }
			}
			modifier = {
				factor = 2
				stewardship = 14
			}
			modifier = {
				factor = 0.75
				is_feudal = yes
			}
		}
		random_independent_ruler = {
			limit = {
				culture = ruin
				war = no
				tier = COUNT
				capital_scope = {
					has_province_flag = ruined_province
					NOT = { has_province_modifier = braavos_home }
					any_neighbor_province = {
						OR = {
							AND = {
								has_owner = yes
								OR = {
									owner = {
										OR = {
											character = ROOT
											is_liege_or_above = ROOT										
										}
									}
									any_province_lord = { character = ROOT }
								}	
							}
							AND = {
								is_land = no
								any_neighbor_province = {
									OR = {
										AND = {
											has_owner = yes
											OR = {
												owner = {
													OR = {
														character = ROOT
														is_liege_or_above = ROOT										
													}
												}
												any_province_lord = { character = ROOT }
											}	
										}
										AND = {
											is_land = no
											any_neighbor_province = {
												OR = {
													owner = {
														OR = {
															character = ROOT
															is_liege_or_above = ROOT										
														}
													}
													any_province_lord = { character = ROOT }
												}	
											}
										}
									}
								}
							}
						}
					}
				}
			}	
			ROOT = { wealth = 1000 }	
			capital_scope = {
				county = {
					reverse_war = {
						target = ROOT
						casus_belli = colonisation
					}
				}
			}
			ROOT = {
				wealth = -1000
				# Create a fleet, just to be sure
				spawn_fleet = {
					province = closest # closest sea zone
					owner = ROOT
					disband_on_peace = yes
					troops =
					{
						galleys = { 50 50 }
					}
				}
			}
			# random_playable_ruler = {
				# limit = { ai = no }
				# character_event = { id = unoccupied.19 }
			# }	
		}
	}
	option = {
		name = NO
		ai_chance = {
			factor = 66
		}
	}	
}
# character_event = {
	# id = unoccupied.19
	# desc = "I'm colonising!"

	# is_triggered_only = yes

	# option = {
		# name = WOW
	# }
# }	

# #Insta end colony sieges
# character_event = {
	# id = unoccupied.20

	# #is_triggered_only = yes
	# hide_window = yes
	
	# trigger = {	
		# siege = {
			# is_attacker = yes
			# location = {
				# has_province_modifier = ruined_province
				# county = {
					# holder_scope = { culture_group = unoccupied_group }
					# any_war = {
						# using_cb = colonisation
						# attacker = {
							# OR = {
								# character = ROOT
								# is_vassal_or_below = ROOT
							# }
						# }
					# }
				# }
			# }
		# }
	# }
	
	# immediate = {
		# siege = {
			# location = { remove_province_modifier = ruined_province }
			# # enemy = {
				# # morale = -2
				# # troops = -2
			# # }
		# }	
	# }
	
	# option = {
		# name = OK
	# }
# }
#Siege Warning
character_event = {
	id = unoccupied.21

	is_triggered_only = yes
	hide_window = yes
	
	trigger = {
		siege = {
			location = {
				has_province_flag = colony_province
				NOT = { has_province_modifier = siege_warning }
				owner = { 
					NOT = { culture_group = unoccupied_group } 
					NOT = { character = ROOT }
					NOT = { is_vassal_or_below = ROOT }
				}
				capital_holding = { is_occupied = no }
			}
		}
	}
	
	immediate = {		
		siege = {
			location = {
				add_province_modifier = { 
					name = siege_warning
					duration = 180
					hidden = yes
				}
				owner = {
					character_event = { id = unoccupied.22 }
					any_liege = { character_event = { id = unoccupied.22 } }
				}
			}
		}	
	}

	option = {
		name = OK
	}
}	
character_event = {
	id = unoccupied.22
	desc = "EVTDESCunoccupied.22"
	picture = "GFX_evt_siege"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	ai = no
	
	option = {
		name = "EVTOPTAunoccupied.22"
	}
}	

#Ghis regalia
province_event = {
	id = unoccupied.25

	hide_window = yes
	has_flag = colony_province
	
	trigger = {
		province_id = 619
		has_province_flag = ruined_province
		NOT = { has_province_flag = regalia_found }
		owner = { 
			NOT = { culture = ruin } 
			NOT = { has_character_flag = no_ghis_regalia }
		}
	}
	
	mean_time_to_happen = {
		years = 120
	}
	
	immediate = { owner = { narrative_event = { id = unoccupied.26 } } }

	option = {
		name = OK
	}
}
narrative_event = {
	id = unoccupied.26
	title = "EVTtitleunoccupied.26"
	desc = "EVTDESCunoccupied.26"
	picture = "GFX_evt_yunkai"

	is_triggered_only = yes
	
	option = {
		name = {
			text = "EVTOPTAunoccupied.26" #I shall be the Emperor!
			trigger = {
				NOT = { has_landed_title = e_ghiscar }
			}
		}	
		name = {
			text = "EVTOPTBunoccupied.26" #Good
			trigger = {
				has_landed_title = e_ghiscar
			}
		}	
		ai_chance = {
			factor = 10
			modifier = {
				factor = 5
				trait = ambitious		
			}
			modifier = {
				factor = 0
				trait = content		
			}
			modifier = {
				factor = 3
				trait = proud		
			}
			modifier = {
				factor = 0
				trait = humble	
			}
			modifier = {
				factor = 3
				trait = ruthless	
			}
			modifier = {
				factor = 0
				trait = honorable
			}
		}
		FROM = { set_province_flag = regalia_found }
		add_artifact = ghiscar_crown
		new_artifact = { set_artifact_flag = heirloom_@ROOT }
		add_artifact = ghiscar_scepter
		new_artifact = { set_artifact_flag = heirloom_@ROOT }
		wealth = 250		
		prestige = 100
		if = {
			limit = {
				NOT = { has_landed_title = e_ghiscar }
			}
			e_ghiscar = {
				if = {
					limit = { has_holder = yes }
					add_pressed_claim = ROOT
				}
				if = {
					limit = { has_holder = no }
					any_de_jure_vassal_title = {
						limit = {
							tier = KING
							has_holder = yes
							NOT = { holder_scope = { character = ROOT } }
						}
						add_claim = ROOT
					}
				}
			}	
			if = {
				limit = { 
					NOT = { trait = ambitious }
					NOT = { trait = content }
					NOT = { personality_traits = 6 }
				}
				add_trait = ambitious
				hidden_tooltip = { character_event ={ id = 38278 } }
			}
		}	
	}
	option = {
		name = "EVTOPTCunoccupied.26" #Leave it be
		ai_chance = { factor = 10 }
		piety = 150
		set_character_flag = no_ghis_regalia
		if = {
			limit = { 
				NOT = { trait = honorable }
				NOT = { trait = ruthless }
			}
			random = {
				chance = 50
				add_trait = honorable
				hidden_tooltip = { character_event = { id = 38314 } }
			}
		}
	}
}