#### EXPERIMENTAL - NOT DEVELOPED ####
# 	Custom loc for setting names and descs of Wonder Districts
#
#	GetWonderName ................................... Unique Name! Use to set/update the name of a Wonder District
#	GetWonderDesc ................................... Unique Desc! Use to set/update the desc of a Wonder District
#
### Goal: ### 
# To resolve the issue with descriptions, so that you can have unique descriptions for Districts before they are built, and after. This should resolve the primary issue with differing tenses.
# Hopefully, it will also be possible to build a system in which you can represent cases where the districts have been destroyed, and then rebuilt again. 
#

# # Unique Name! Use to set/update the name of a unique Wonder District
# defined_text = {
	# name = GetCOWDistrictName

	# use_first_valid = yes # (Defaults to no)

	# # text = { # The name of such a wonder is just a name of this province.
		# # trigger = {
			# # OR = { 
				# # has_wonder = wonder_city_of_wonders
				# # has_wonder = wonder_city_of_wonders_rep
				# # has_wonder = wonder_city_of_wonders_alex
			# # }
		# # }
		# # localisation_key = String_location_cow
	# # }
	# text = { # Unique name (Constantinople)
		# trigger = {
			# has_wonder = wonder_city_of_wonders_byz
		# }
		# localisation_key = wonder_city_of_wonders_byz
	# }
	# text = { # Unique name (Roma)
		# trigger = {
			# has_wonder = wonder_city_of_wonders_roma
		# }
		# localisation_key = wonder_city_of_wonders_roma
	# }
	# text = { # Unique name (Jerusalem)
		# trigger = {
			# has_wonder = wonder_city_of_wonders_jeru
		# }
		# localisation_key = wonder_city_of_wonders_jeru
	# }

	# ######### Very rare...
	# text = {
		# trigger = {
			# wonder_stage = 3
			# NOT = {
				# has_wonder = wonder_statue_ruler
			# }
			# OR = {
				# has_wonder_flag = wonder_name_5			
				# has_wonder_flag = wonder_name_6
				# has_wonder_flag = wonder_name_7
			# }
		# }
		# localisation_key = String_special_wonder_name # The Devils Workshop, The Citadel of Horrors etc
	# }

	# #### Edge cases ...
	# text = { #Statue
		# trigger = {
			# has_wonder = wonder_statue_ruler
			# wonder_stage = 3
		# }
		# localisation_key = String_adj_statue_wonder_type_in_location
	# }
	# text = { #Statue
		# trigger = {
			# has_wonder = wonder_statue_ruler
			# wonder_stage = 2
			# NOT = {
				# wonder_stage = 4
			# }
		# }
		# localisation_key = String_adj_statue_wonder_type
	# }
	# text = { #Statue
		# trigger = {
			# has_wonder = wonder_statue_ruler
		# }
		# localisation_key = String_statue_wonder_type
	# }

	# ### Regular...
	# text = {
		# trigger = {
			# wonder_stage = 3
			# NOT = {
				# has_game_rule = {
					# name = supernatural_events
					# value = off
				# }
				# has_wonder = wonder_statue_ruler
			# }
			# OR = {
				# has_wonder_flag = wonder_name_5			
				# has_wonder_flag = wonder_name_6
			# }
		# }
		# localisation_key = String_adj_wondertype_of_noun # Grand Cathedral of Light/Bloody Palace of Shadows, etc
	# }
	# text = {
		# trigger = {
			# wonder_stage = 3
			# NOT = {
				# has_wonder = wonder_statue_ruler
			# }
			# OR = {
				# has_wonder_flag = wonder_name_2
				# has_wonder_flag = wonder_name_3
				# has_wonder_flag = wonder_name_4
				# has_wonder_flag = wonder_name_5			
				# has_wonder_flag = wonder_name_6
			# }
		# }
		# localisation_key = String_adj_wondertype_of_location # Grand Cathedral of Paris/Bloody Palace of Stockholm, etc
	# }
	# text = {
		# trigger = {
			# NOT = {
				# wonder_stage = 2
				# has_wonder = wonder_statue_ruler
			# }
			# OR = {
				# has_wonder_flag = wonder_name_1
				# has_wonder_flag = wonder_name_2
				# has_wonder_flag = wonder_name_3
			# }
		# }
		# localisation_key = String_location_wondertype # Stockholm Cathedral/Paris University, etc
	# }
	# #In case it cannot find anything...
    # fallback_text = {
        # localisation_key = String_location_wondertype # Simplest version
    # }
# }

# # Unique Desc! Use to set/update the desc of a unqiue Wonder District
# defined_text = {
	# name = GetCOWDistrictWonderDesc
	# #Dependent on event-targets: upgrade_00, upgrade_01 and upgrade_02
	# # text = {
		# # trigger = { #For City of Wonders
			# # has_wonder = wonder_city_of_wonders
			# # wonder_stage = 1
		# # }
		# # localisation_key = wonder_city_of_wonders_desc
	# # }
	# # text = {
		# # trigger = { 
			# # has_wonder = wonder_city_of_wonders
			# # wonder_stage = 2
		# # }
		# # localisation_key = wonder_city_of_wonders2_desc
	# # }
	# # text = {
		# # trigger = { 
			# # has_wonder = wonder_city_of_wonders
			# # wonder_stage = 3
		# # }
		# # localisation_key = wonder_city_of_wonders3_desc
	# # }
	# # text = {
		# # trigger = { 
			# # has_wonder = wonder_city_of_wonders
			# # wonder_stage = 4
		# # }
		# # localisation_key = wonder_city_of_wonders4_desc
	# # }
	# # text = {
		# # trigger = { #For City of Wonders (Merchant Republics)
			# # has_wonder = wonder_city_of_wonders_rep
			# # wonder_stage = 1
		# # }
		# # localisation_key = wonder_city_of_wonders_rep_desc
	# # }
	# # text = {
		# # trigger = { 
			# # has_wonder = wonder_city_of_wonders_rep
			# # wonder_stage = 2
		# # }
		# # localisation_key = wonder_city_of_wonders2_rep_desc
	# # }
	# # text = {
		# # trigger = { 
			# # has_wonder = wonder_city_of_wonders_rep
			# # wonder_stage = 3
		# # }
		# # localisation_key = wonder_city_of_wonders3_rep_desc
	# # }
	# # text = {
		# # trigger = { 
			# # has_wonder = wonder_city_of_wonders_rep
			# # wonder_stage = 4
		# # }
		# # localisation_key = wonder_city_of_wonders4_rep_desc
	# # }
	# text = {
		# trigger = { #For City of Wonders (Constantinople)
			# has_wonder = wonder_city_of_wonders_byz
		# }
		# localisation_key = wonder_city_of_wonders_byz_desc
	# }
	# text = {
		# trigger = { #For City of Wonders (Roma)
			# has_wonder = wonder_city_of_wonders_roma
		# }
		# localisation_key = wonder_city_of_wonders_roma_desc
	# }
	# text = {
		# trigger = { #For City of Wonders (Alexandria)
			# has_wonder = wonder_city_of_wonders_alex
		# }
		# localisation_key = wonder_city_of_wonders_alex_desc
	# }
	# text = {
		# trigger = { #For City of Wonders (Antioch)
			# has_wonder = wonder_city_of_wonders_anti
		# }
		# localisation_key = wonder_city_of_wonders_anti_desc
	# }
	# text = {
		# trigger = { #For City of Wonders (Jerusalem)
			# has_wonder = wonder_city_of_wonders_jeru
		# }
		# localisation_key = wonder_city_of_wonders_jeru_desc
	# }
	# text = {
		# trigger = { #For City of Wonders (Babylon/Baghdad)
			# has_wonder = wonder_city_of_wonders_baby
		# }
		# localisation_key = wonder_city_of_wonders_baby_desc
	# }
	# # text = {
		# # trigger = { #For City of Wonders (Delhi) - USES DYNAMIC SYSTEM INSTEAD
			# # has_wonder = wonder_city_of_wonders_delh
		# # }
		# # localisation_key = wonder_city_of_wonders_delh_desc
	# # }
	# text = {
		# trigger = { #for baby wonders (adds upgrade mention)
			# has_wonder_upgrade = yes
			# NOT = { num_of_wonder_upgrades = 3 }
			# NOT = { wonder_age = 15 }
			# NOT = {
				# has_city_of_wonders_trigger = yes
			# }
		# }
		# localisation_key = String_Wonder_Desc00
	# }
	# text = { #for wonders that build no upgrades, but stages instead: no upgrade addendum
		# trigger = {
			# has_wonder_upgrade = no
			# NOT = {
				# has_city_of_wonders_trigger = yes
			# }
		# }
		# localisation_key = String_Wonder_Desc01
	# }
	# text = { #Variant 1: mentions an upgrade
		# trigger = { 
			# num_of_wonder_upgrades = 2 
			# NOT = {
				# has_city_of_wonders_trigger = yes
			# }
		# }
		# localisation_key = String_Wonder_Desc02
	# }
	# text = { #Variant 2: mentions an upgrade
		# trigger = { 
			# num_of_wonder_upgrades = 5 
			# NOT = {
				# has_city_of_wonders_trigger = yes
			# }
		# }
		# localisation_key = String_Wonder_Desc03
	# }
# }