namespace = Plus

# reserved: Plus.950 to Plus.969

# #######################################
# # CK2Plus Province Prosperity Events
# #######################################
#
# # Inadequate soil preparation
# province_event = {
# 	id = Plus.950
# 	desc = EVTDESC_Plus_950
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOT = { has_province_modifier = province_poverty_2 }
# 		# With Reapers this effect will always "reset" prosperity progress so it doesn't need a floor
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = yes }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_2
# 				has_province_modifier = prosperity_modifier_3
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = depopulated_1
# 				has_province_modifier = depopulated_2
# 				has_province_modifier = depopulated_3
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_decrease_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Poor seed selection hurts farming
# province_event = {
# 	id = Plus.951
# 	desc = EVTDESC_Plus_951
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOT = { has_province_modifier = province_poverty_2 }
# 		# With Reapers this effect will always "reset" prosperity progress so it doesn't need a floor
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = yes }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_2
# 				has_province_modifier = prosperity_modifier_3
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = depopulated_1
# 				has_province_modifier = depopulated_2
# 				has_province_modifier = depopulated_3
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_decrease_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Lack of manure hurts farming
# province_event = {
# 	id = Plus.952
# 	desc = EVTDESC_Plus_952
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOT = { has_province_modifier = province_poverty_2 }
# 		# With Reapers this effect will always "reset" prosperity progress so it doesn't need a floor
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = yes }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_2
# 				has_province_modifier = prosperity_modifier_3
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = depopulated_1
# 				has_province_modifier = depopulated_2
# 				has_province_modifier = depopulated_3
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_decrease_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Lower mean temperature hurts farming
# province_event = {
# 	id = Plus.953
# 	desc = EVTDESC_Plus_953
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOT = { has_province_modifier = province_poverty_2 }
# 		# With Reapers this effect will always "reset" prosperity progress so it doesn't need a floor
# 		year >= 1290
# 		year < 1365
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = yes }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_2
# 				has_province_modifier = prosperity_modifier_3
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = depopulated_1
# 				has_province_modifier = depopulated_2
# 				has_province_modifier = depopulated_3
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_decrease_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Arable land deserted
# province_event = {
# 	id = Plus.954
# 	desc = EVTDESC_Plus_954
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		OR = {
# 			has_disease = yes
# 			NOT = { controlled_by = owner }
# 		}
#
# 		NOT = { has_province_modifier = province_poverty_2 }
# 	}
#
# 	mean_time_to_happen = {
# 		years = 20
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			owner = {
# 				ROOT = {
# 					controller = {
# 						NOT = { character = PREVPREV }
# 					}
# 				}
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_2
# 				has_province_modifier = prosperity_modifier_3
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = depopulated_1
# 				has_province_modifier = depopulated_2
# 				has_province_modifier = depopulated_3
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_decrease_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Draining of marshes and fens
# province_event = {
# 	id = Plus.955
# 	desc = EVTDESC_Plus_955
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOR = {
# 			has_province_modifier = province_prosperity_2
# 			has_province_modifier = prosperity_modifier_3
# 		}
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = no }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			has_province_modifier = province_poverty_2
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_increase_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Resettlement on newly claimed land
# province_event = {
# 	id = Plus.956
# 	desc = EVTDESC_Plus_956
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOR = {
# 			has_province_modifier = province_prosperity_2
# 			has_province_modifier = prosperity_modifier_3
# 		}
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = no }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			has_province_modifier = province_poverty_2
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_increase_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }
#
# # Increased land productivity
# province_event = {
# 	id = Plus.957
# 	desc = EVTDESC_Plus_957
# 	picture = GFX_evt_throne_room
#
# 	notification = yes
#
# 	lacks_dlc = "Reapers"
#
# 	trigger = {
# 		NOR = {
# 			has_province_modifier = province_prosperity_2
# 			has_province_modifier = prosperity_modifier_3
# 		}
# 	}
#
# 	mean_time_to_happen = {
# 		months = 2500
#
# 		mult_modifier = {
# 			factor = 0.75
# 			owner = { war = no }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_learning < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_learning >= 40 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			has_province_modifier = province_poverty_2
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
#
# 			OR = {
# 				has_province_modifier = province_poverty_1
# 				has_province_modifier = prosperity_modifier_1
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
#
# 			OR = {
# 				has_province_modifier = province_prosperity_1
# 				has_province_modifier = prosperity_modifier_2
# 			}
# 		}
# 	}
#
# 	immediate = {
# 		prov_prosperity_increase_effect = yes
# 	}
#
# 	option = {
# 		name = OK
# 	}
# }

# Building sacked during siege
character_event = {
	id = Plus.958
	title = EVTNAME_Plus_958
	desc = EVTDESC_Plus_958
	picture = GFX_evt_siege
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		siege = { is_attacker = yes }

		location = {
			any_province_lord = {
				siege = { is_attacker = no }

				any_demesne_title = {
					location = { province_id = PREVPREVPREV }
					real_tier = BARON
					num_of_buildings >= 1
				}
			}
		}
	}

	weight_multiplier = {
		months = 1

		mult_modifier = {
			factor = 0.5

			location = {
				owner = {
					same_realm = ROOT
				}
			}
		}

		mult_modifier = {
			factor = 0.5
			trait = kind
		}

		mult_modifier = {
			factor = 0.5
			trait = charitable
		}

		mult_modifier = {
			factor = 0.5
			trait = just
		}

		mult_modifier = {
			factor = 1.5
			trait = arbitrary
		}

		mult_modifier = {
			factor = 1.5
			trait = cruel
		}

		mult_modifier = {
			factor = 1.5
			trait = wroth
		}
	}

	immediate = {
		location = {
			random_province_lord = {
				limit = {
					siege = { is_attacker = no }

					any_demesne_title = {
						location = { province_id = PREVPREVPREV }
						real_tier = BARON
						num_of_buildings >= 1
					}
				}

				save_event_target_as = besieged_settlement_owner

				random_demesne_title = {
					limit = {
						location = { province_id = PREVPREVPREV }
						real_tier = BARON
						num_of_buildings >= 1
					}

					save_event_target_as = besieged_settlement
					location = { save_event_target_as = besieged_settlement_province }
				}
			}
		}
	}

	option = {
		name = EVTOPTA_Plus_958 # It can't be helped

		event_target:besieged_settlement_owner = {
			show_scope_change = no

			character_event = {
				id = Plus.959
				days = 1
				tooltip = EVTTOOLTIP1059009
			}
		}
	}
}

# Destroy Random Building
character_event = {
	id = Plus.959
	desc = EVTDESC_Plus_959
	picture = GFX_evt_burning_house

	is_triggered_only = yes

	option = {
		name = CURSES

		event_target:besieged_settlement = {
			show_scope_change = no

			destroy_random_building = yes

			if = {
				limit = { controller = { same_realm = FROM } }

				log = "[This.GetName] sacked by [From.GetBestName]"

				if = {
					limit = {
						FROM = { is_nomadic = yes }
						is_nomadic = no
					}

					destroy_random_building = yes

					FROM = {
						show_scope_change = no

						liege = {
							show_scope_change = no

							random_list = {
								10 = { military_techpoints = 10 }
								10 = { economy_techpoints = 10 }
								10 = { culture_techpoints = 10 }
							}
						}
					}
				}

				if = {
					limit = { has_any_building = no }

					log = "[This.GetBestName] destroyed by [From.GetBestName]"
					destroy_settlement = THIS
				}
			}
		}
	}
}

# Pagan scourge
province_event = {
	id = Plus.960
	desc = EVTDESC_Plus_960
	picture = GFX_evt_peasants

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_960 # Do it

		add_province_modifier = {
			name = peasant_unrest
			years = 5
		}

		random = {
			chance = 25

			mult_modifier = {
				factor = 2
				is_unreformed_pagan_trigger = yes
			}

			religion = FROMFROM
		}

		FROMFROM = {
			show_scope_change = no

			piety = 100
			prestige = -100
			tyrant_plus_1_effect = yes

			if = {
				limit = { trait = kind }
				remove_trait = kind
			}
			else_if = {
				limit = { NOT = { trait = cruel } }
				add_trait = cruel
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_960 # Never mind

		trigger = {
			FROMFROM = { ai = no }
		}
	}
}

# Reduce estates if depopulated
# province_event = {
# 	id = Plus.961
#
# 	hide_window = yes
#
# 	trigger = {
# 		trigger_if = {
# 			limit = { has_province_flag = reduced_estates }
#
# 			had_province_flag = {
# 				flag = reduced_estates
# 				years >= 5
# 			}
# 		}
#
# 		any_province_holding = {
# 			has_building = ca_estate_3
# 		}
#
# 		trigger_if = {
# 			limit = { has_dlc = "Reapers" }
#
# 			OR = {
# 				has_province_modifier = depopulated_2
# 				has_province_modifier = depopulated_3
# 			}
# 		}
# 		trigger_else = {
# 			has_province_modifier = province_poverty_2
# 		}
# 	}
#
# 	# Since this is province event, it's OK for it to be mtth
# 	mean_time_to_happen = {
# 		years = 50
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 10 }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			owner = { realm_stewardship < 20 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 30 }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.1
# 			owner = { realm_stewardship >= 40 }
# 		}
# 	}
#
# 	immediate = {
# 		random = {
# 			chance = 10
#
# 			set_province_flag = reduced_estates
# 			owner = { character_event = { id = Plus.962 } }
# 		}
# 	}
# }
#
# # Notify owner of state reduction
# character_event = {
# 	id = Plus.962
# 	desc = EVTDESC_Plus_962
# 	picture = GFX_evt_depopulated_town
#
# 	hide_from = yes
#
# 	is_triggered_only = yes
#
# 	option = {
# 		name = CURSES
#
# 		FROM = {
# 			show_scope_change = no
#
# 			random_province_holding = {
# 				show_scope_change = no
#
# 				limit = { has_building = ca_estate_3 }
#
# 				remove_building = ca_estate_3
# 				add_building = ca_estate_2
# 			}
# 		}
# 	}
# }