namespace = Plus

#reserved: Plus.1400 to Plus.1449

#######################################
# TEMPLE BUILDER EVENTS
#######################################

### TEMPLE BUILDING BEGINS

# Unlanded character with religious education decides to found a temple
# character_event = {
# 	id = Plus.1400
#
# 	hide_window = yes
#
# 	min_age = 20
# 	max_age = 50
# 	only_capable = yes
# 	prisoner = no
#
# 	trigger = {
# 		is_ruler = no
# 		health >= 4
#
# 		OR = {
# 			has_education_learning_trigger = yes
# 			learning >= 8
# 		}
#
# 		trigger_if = {
# 			limit = { is_female = yes }
# 			religion_allows_female_temple_holders = yes
# 		}
#
# 		liege = {
# 			war = no
# 			religion = ROOT
# 			culture = ROOT
#
# 			any_demesne_province = {
# 				religion = ROOT
# 				culture = ROOT
# 				num_of_empty_holdings >= 1
#				owned_by = PREV
#
# 				OR = {
# 					has_province_modifier = new_buildings_timer
# 					owner = { is_tribal = yes }
# 				}
#
# 				NOR = {
# 					has_province_modifier = building_new_temple
# 					any_province_holding = { holding_type = temple }
# 				}
# 			}
#
# 			NOR = {
# 				has_character_modifier = temple_build_timer
#
# 				any_courtier = {
# 					is_ruler = no
# 					has_character_modifier = planning_new_temple
# 				}
# 			}
# 		}
#
# 		NOR = {
# 			trait = cynical
# 			trait = content
# 			trait = stressed
# 			trait = depressed
# 			trait = imbecile
# 			any_heir_title = { always = yes }
# 			has_character_modifier = planning_new_temple
# 			has_character_modifier = planning_claimant_adventure
# 			has_character_modifier = planning_duchy_adventure
# 			has_character_flag = claimant_adventurer
# 			has_character_flag = new_temple_builder
# 		}
# 	}
#
# 	mean_time_to_happen = {
# 		years = 40
#
# 		mult_modifier = {
# 			factor = 0.25
#
# 			liege = {
# 				is_feudal = yes
#
# 				any_demesne_province = {
# 					religion = ROOT
# 					culture = ROOT
# 					num_of_empty_holdings >= 1
# 					has_province_modifier = new_buildings_timer
#					owned_by = PREV
#
# 					NOR = {
# 						has_province_modifier = building_new_temple
# 						any_province_holding = { holding_type = temple }
# 					}
# 				}
# 			}
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			year < 800
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			year >= 900
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			year >= 950
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			year >= 1000
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			year >= 1050
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			year >= 1100
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			is_reformed_pagan_religion = yes
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			liege = { real_tier = DUKE }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			liege = { higher_real_tier_than = DUKE }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			liege = { has_character_flag = build_temple_tried_once }
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			liege = { trait = cynical }
# 		}
#
# 		mult_modifier = {
# 			factor = 0.9
# 			has_character_modifier = estates_1
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = zealous
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = ambitious
# 		}
#
# 		mult_modifier = {
# 			factor = 0.75
# 			trait = scholarly_theologian
# 		}
#
# 		mult_modifier = {
# 			factor = 0.5
# 			trait = mastermind_theologian
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = diligent
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			trait = proud
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			has_education_learning_trigger = no
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			learning < 8
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			trait = slothful
# 		}
#
# 		mult_modifier = {
# 			factor = 1.2
# 			trait = humble
# 		}
#
# 		mult_modifier = {
# 			factor = 1.5
# 			diplomacy < 7
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			diplomacy >= 12
# 		}
#
# 		mult_modifier = {
# 			factor = 0.8
# 			learning >= 12
# 		}
# 	}
#
# 	immediate = {
# 		set_character_flag = new_temple_builder
#
# 		add_character_modifier = {
# 			name = planning_new_temple
# 			duration = -1
# 		}
#
# 		if = {
# 			limit = { has_character_modifier = estates_1 }
# 			remove_character_modifier = estates_1
# 			wealth = 40
# 		}
#
# 		liege = {
# 			random_demesne_province = {
# 				limit = {
# 					religion = ROOT
# 					culture = ROOT
# 					num_of_empty_holdings >= 1
#					owned_by = PREV
#
# 					OR = {
# 						has_province_modifier = new_buildings_timer
# 						owner = { is_tribal = yes }
# 					}
#
# 					NOR = {
# 						has_province_modifier = building_new_temple
# 						any_province_holding = { holding_type = temple }
# 					}
# 				}
#
# 				preferred_limit = { is_capital = yes }
#
# 				province_event = { id = Plus.1401 }
# 			}
# 		}
# 	}
# }


# Ping event for province where the temple is being built
# province_event = {
# 	id = Plus.1401
#
# 	is_triggered_only = yes
# 	hide_window = yes
#
# 	immediate = {
# 		set_province_flag = building_new_temple_check
#
# 		add_province_modifier = {
# 			name = building_new_temple
# 			duration = -1
# 		}
#
# 		FROM = {
# 			liege = {
# 				clr_character_flag = build_temple_tried_once
# 				character_event = { id = Plus.1402 }
#
# 				if = {
# 					limit = { is_tribal = yes }
#
# 					add_character_modifier = {
# 						name = temple_build_timer
# 						years = 20
# 						hidden = yes
# 						inherit = yes
# 					}
# 				}
# 			}
# 		}
# 	}
# }

# Liege approached and asked for money to build the temple
# character_event = {
# 	id = Plus.1402
# 	desc = EVTDESC_Plus_1402
# 	picture = GFX_evt_temple
#
# 	is_triggered_only = yes
# 	show_from_from = yes
#
# 	option = {
# 		name = EVTOPTA_Plus_1402 # Help him with cash
#
# 		trigger = {
# 			OR = {
# 				wealth >= 50
# 				is_feudal = yes
# 			}
# 		}
#
# 		if = {
# 			limit = { wealth >= 100 }
#
# 			transfer_scaled_wealth = {
# 				to = FROMFROM
# 				value = 1
# 				min = 100
# 				max = 100
# 			}
# 		}
# 		else = {
# 			transfer_scaled_wealth = {
# 				to = FROMFROM
# 				value = 1
# 				min = 50
# 				max = 50
# 			}
# 		}
#
# 		piety = 25
#
# 		reverse_opinion = {
# 			name = opinion_helped_temple
# 			who = FROMFROM
# 			years = 50
# 		}
#
# 		ai_chance = {
# 			factor = 50
#
# 			mult_modifier = {
# 				factor = 0.1
#
# 				has_character_modifier = ai_austerity
# 				is_tribal = yes
# 			}
#
# 			mult_modifier = {
# 				factor = 0.25
# 				wealth < 50
# 			}
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = ambitious
# 			}
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = charitable
# 			}
#
# 			mult_modifier = {
# 				factor = 3
# 				trait = zealous
# 			}
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTB_Plus_1402 # Help him with piety
#
# 		trigger = { piety >= 100 }
#
# 		piety = -100
#
# 		FROMFROM = {
# 			show_scope_change = nop
#
# 			wealth = 50
# 		}
#
# 		reverse_opinion = {
# 			name = opinion_helped_temple
# 			who = FROMFROM
# 			years = 50
# 		}
#
# 		ai_chance = {
# 			factor = 50
# 			modifier = {
# 				factor = 2
# 				trait = ambitious
# 			}
# 			modifier = {
# 				factor = 2
# 				trait = charitable
# 			}
# 			modifier = {
# 				factor = 3
# 				trait = zealous
# 			}
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTC_Plus_1402 # Help him with prestige
#
# 		trigger = { prestige >= 250 }
#
# 		prestige = -250
#
# 		FROMFROM = {
# 			show_scope_change = no
#
# 			wealth = 50
# 		}
#
# 		reverse_opinion = {
# 			name = opinion_helped_temple
# 			who = FROMFROM
# 			years = 50
# 		}
#
# 		ai_chance = {
# 			factor = 50
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = ambitious
# 			}
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = charitable
# 			}
#
# 			mult_modifier = {
# 				factor = 3
# 				trait = zealous
# 			}
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTD_Plus_1402 # Don't help him
#
# 		trigger = {
# 			OR = {
# 				wealth >= 50
# 				is_feudal = yes
# 				piety >= 100
# 				prestige >= 250
# 			}
# 		}
#
# 		piety = -50
#
# 		reverse_opinion = {
# 			name = opinion_refused_temple
# 			who = FROMFROM
# 			years = 50
# 		}
#
# 		if = {
# 			limit = { FROMFROM = { wealth >= 50 } }
# 			custom_tooltip = { text = TEMPLE_CONSTRUCTION_CONTINUES }
# 		}
# 		else = {
# 			custom_tooltip = {
# 				text = TEMPLE_CONSTRUCTION_HALTS
#
# 				FROMFROM = {
# 					add_trait = depressed
# 					clr_character_flag = new_temple_builder
# 					remove_character_modifier = planning_new_temple
# 				}
#
# 				FROM = {
# 					clr_province_flag = building_new_temple_check
# 					remove_province_modifier = building_new_temple
# 				}
# 			}
# 		}
#
# 		ai_chance = {
# 			factor = 50
#
# 			mult_modifier = {
# 				factor = 3
# 				trait = cynical
# 			}
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = greedy
# 			}
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = slothful
# 			}
#
# 			mult_modifier = {
# 				factor = 2
# 				trait = content
# 			}
#
# 			mult_modifier = {
# 				factor = 0.1
# 				is_feudal = yes
# 			}
# 		}
# 	}
#
# 	option = {
# 		name = EVTOPTE_Plus_1402 # I can't afford it
#
# 		trigger = {
# 			is_feudal = no
# 			wealth < 50
# 			piety < 100
# 			prestige < 250
# 		}
#
# 		prestige = -25
#
# 		if = {
# 			limit = { FROMFROM = { wealth >= 50 } }
# 			custom_tooltip = { text = TEMPLE_CONSTRUCTION_CONTINUES }
# 		}
# 		else = {
# 			custom_tooltip = {
# 				text = TEMPLE_CONSTRUCTION_HALTS
#
# 				hidden_effect = {
# 					FROMFROM = {
# 						clr_character_flag = new_temple_builder
# 						remove_character_modifier = planning_new_temple
# 					}
#
# 					FROM = {
# 						clr_province_flag = building_new_temple_check
# 						remove_province_modifier = building_new_temple
# 					}
# 				}
# 			}
# 		}
# 	}
# }

### TEMPLE BUILDING STOPS

# Character building the temple dies during construction
character_event = {
	id = Plus.1405

	is_triggered_only = yes
	hide_window = yes

	trigger = {
		has_character_modifier = planning_new_temple
		is_ruler = no
	}

	immediate = {
		remove_character_modifier = planning_new_temple

		if = {
			limit = {
				liege = {
					any_demesne_province = {
						has_province_modifier = building_new_temple
						owned_by = PREV
					}

					NOT = {
						any_courtier = {
							has_character_modifier = planning_new_temple
							is_ruler = no
						}
					}
				}
			}

			liege = {
				character_event = {
					id = Plus.1406
					days = 1
				}
			}
		}
	}
}

# Liege notified that temple construction has stopped due to builder's death
character_event = {
	id = Plus.1406
	desc = EVTDESC_Plus_1406
	picture = GFX_evt_death

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_1414 # Find someone else to continue construction

		trigger = {
			any_demesne_province = {
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				has_province_modifier = building_new_temple
				owned_by = PREV

				OR = {
					has_province_modifier = new_buildings_timer
					ROOT = { is_tribal = yes }
				}

			}

			NOT = {
				any_courtier = {
					has_character_modifier = planning_new_temple
					is_ruler = no
				}
			}

			any_courtier = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }

					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = yes }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}
			}
		}

		wealth = -25

		random_courtier = {
			show_scope_change = no

			limit = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }

					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = yes }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}
			}

			set_character_flag = new_temple_builder

			add_character_modifier = {
				name = planning_new_temple
				duration = -1
			}

			hidden_effect = {
				opinion = {
					name = opinion_helped_temple
					who = ROOT
					years = 50
				}

				if = {
					limit = { has_character_modifier = estates_1 }

					remove_character_modifier = estates_1
					wealth = 40
				}
			}
		}

		ai_chance = {
			factor = 70

			mult_modifier = {
				factor = 0.5
				trait = cynical
			}

			mult_modifier = {
				factor = 0.5
				trait = greedy
			}

			mult_modifier = {
				factor = 0.5
				wealth < 25
			}

			mult_modifier = {
				factor = 0.75
				trait = slothful
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1414 # There is nothing to be done

		hidden_effect = {
			remove_character_modifier = temple_build_timer
			set_character_flag = build_temple_tried_once
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_province_modifier = building_new_temple
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				owned_by = PREV

				OR = {
					has_province_modifier = new_buildings_timer
					ROOT = { is_tribal = yes }
				}
			}

			clr_province_flag = building_new_temple_check
			remove_province_modifier = building_new_temple
		}

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 0.1
				wealth >= 100
			}

			mult_modifier = {
				factor = 0.5
				trait = ambitious
			}

			mult_modifier = {
				factor = 3
				has_character_modifier = ai_austerity
			}
		}
	}
}

# Character building the temple is no longer valid to do so
character_event = {
	id = Plus.1407

	hide_window = yes

	has_character_flag = new_temple_builder
	min_age = 16

	trigger = {
		has_character_modifier = planning_new_temple

		OR = {
			is_ruler = yes
			is_incapable = yes

			trigger_if = {
				limit = { prisoner = yes }
				imprisoned_days >= 30
			}
		}
	}

	mean_time_to_happen = {
		days = 3
	}

	immediate = {
		clr_character_flag = new_temple_builder
		remove_character_modifier = planning_new_temple

		if = {
			limit = {
				liege = {
					any_demesne_province = {
						has_province_modifier = building_new_temple
						owned_by = PREV
					}

					NOT = {
						any_courtier = {
							has_character_modifier = planning_new_temple
							is_ruler = no
						}
					}
				}
			}

			piety = -50
			prestige = -50

			liege = {
				letter_event = { id = Plus.1408 }
			}
		}
	}
}

# Liege notified that temple building stopped because builder became a ruler
letter_event = {
	id = Plus.1408

	desc = {
		text = EVTDESC_Plus_1408_ruler
		trigger = {
			FROM = { is_ruler = yes }
		}
	}
	desc = {
		text = EVTDESC_Plus_1408_incapable
		trigger = {
			FROM = { is_incapable = yes }
		}
	}
	desc = {
		text = EVTDESC_Plus_1408_prison
		trigger = {
			FROM = {
				prisoner = yes
				imprisoned_days >= 30
			}
		}
	}

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_1414 # Find someone else to continue construction

		trigger = {
			any_demesne_province = {
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				has_province_modifier = building_new_temple
				owned_by = PREV

				OR = {
					has_province_modifier = new_buildings_timer
					ROOT = { is_tribal = yes }
				}
			}

			NOT = {
				any_courtier = {
					has_character_modifier = planning_new_temple
					is_ruler = no
				}
			}

			any_courtier = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }

					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = no }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}
			}
		}

		ai_chance = {
			factor = 70

			mult_modifier = {
				factor = 0.5
				trait = cynical
			}

			mult_modifier = {
				factor = 0.5
				trait = greedy
			}

			mult_modifier = {
				factor = 0.5
				wealth < 25
			}

			mult_modifier = {
				factor = 0.75
				trait = slothful
			}
		}

		wealth = -25

		random_courtier = {
			show_scope_change = no

			limit = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }

					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = no }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}
			}

			set_character_flag = new_temple_builder

			add_character_modifier = {
				name = planning_new_temple
				duration = -1
			}

			hidden_effect = {
				opinion = {
					who = ROOT
					name = opinion_helped_temple
					years = 50
				}

				if = {
					limit = { has_character_modifier = estates_1 }

					remove_character_modifier = estates_1
					wealth = 40
				}
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1414 # There is nothing to be done

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 0.1
				wealth = 100
			}

			mult_modifier = {
				factor = 0.5
				trait = ambitious
			}

			mult_modifier = {
				factor = 3
				has_character_modifier = ai_austerity
			}
		}

		hidden_effect = {
			remove_character_modifier = temple_build_timer
			set_character_flag = build_temple_tried_once
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_temple = no
				has_province_modifier = building_new_temple
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				owned_by = PREV

				OR = {
					has_province_modifier = new_buildings_timer
					ROOT = { is_tribal = yes }
				}
			}

			clr_province_flag = building_new_temple_check
			remove_province_modifier = building_new_temple
		}
	}
}

# Temple building stops because liege/site is no longer valid
character_event = {
	id = Plus.1411

	hide_window = yes

	has_character_flag = new_temple_builder
	min_age = 16
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = planning_new_temple

		liege = {
			NAND = {
				religion = ROOT
				culture = ROOT

				any_demesne_province = {
					has_province_modifier = building_new_temple
					has_temple = no
					religion = ROOT
					culture = ROOT
					num_of_empty_holdings >= 1
					owned_by = PREV
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
	}

	immediate = {
		clr_character_flag = new_temple_builder
		remove_character_modifier = planning_new_temple
		piety = -50
		prestige = -50

		liege = {
			if = {
				limit = {
					any_demesne_province = {
						has_province_modifier = building_new_temple
						owned_by = PREV
					}

					NOT = {
						any_courtier = {
							has_character_modifier = planning_new_temple
							is_ruler = no
						}
					}
				}

				if = {
					limit = {
						NOT = {
							any_demesne_province = {
								has_province_modifier = building_new_temple
								has_temple = no
								religion = ROOT
								culture = ROOT
								num_of_empty_holdings = 1
								owned_by = PREV
							}
						}
					}

					letter_event = { id = Plus.1413 }
				}
				else = {
					character_event = { id = Plus.1412 }
				}
			}
		}
	}
}

# Liege notified that temple building stopped because builder is no longer compatible
character_event = {
	id = Plus.1412
	desc = EVTDESC_Plus_1412
	picture = GFX_evt_temple

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_1414 # Find someone else to continue construction

		trigger = {
			any_demesne_province = {
				has_temple = no
				has_province_modifier = building_new_temple
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				owned_by = PREV
			}

			NOT = {
				any_courtier = {
					has_character_modifier = planning_new_temple
					is_ruler = no
				}
			}

			any_courtier = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				is_ruler = no
				prisoner = no
				is_incapable = no
				health >= 4

				trigger_if = {
					limit = { has_education_learning_trigger = no }

					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = no}

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}
			}
		}

		ai_chance = {
			factor = 70

			mult_modifier = {
				factor = 0.5
				trait = cynical
			}

			mult_modifier = {
				factor = 0.5
				trait = greedy
			}

			mult_modifier = {
				factor = 0.5
				wealth < 25
			}

			mult_modifier = {
				factor = 0.75
				trait = slothful
			}
		}

		wealth = -25

		random_courtier = {
			show_scope_change = no

			limit = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				is_ruler = no
				prisoner = no
				is_incapable = no
				health >= 4

				trigger_if = {
					limit = { has_education_learning_trigger = no }

					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = no}

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}

			}

			set_character_flag = new_temple_builder

			add_character_modifier = {
				name = planning_new_temple
				duration = -1
			}

			hidden_effect = {
				opinion = {
					name = opinion_helped_temple
					who = ROOT
					years = 50
				}

				if = {
					limit = { has_character_modifier = estates_1 }

					remove_character_modifier = estates_1
					wealth = 40
				}
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1414 # There is nothing to be done

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 0.1
				wealth >= 100
			}

			mult_modifier = {
				factor = 0.5
				trait = ambitious
			}

			mult_modifier = {
				factor = 3
				has_character_modifier = ai_austerity
			}
		}

		hidden_tooltip = {
			remove_character_modifier = temple_build_timer
			set_character_flag = build_temple_tried_once
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_temple = no
				has_province_modifier = building_new_temple
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings = 1
				owned_by = PREV
			}

			clr_province_flag = building_new_temple_check
			remove_province_modifier = building_new_temple
		}
	}
}

# Liege notified that temple building stopped because site is unsuitable
letter_event = {
	id = Plus.1413
	desc = EVTDESC_Plus_1413

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_1413 # What about another site?

		trigger = {
			wealth >= 25
			religion = FROM
			culture = FROM

			any_demesne_province = {
				has_province_modifier = building_new_temple
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				owned_by = PREV

				OR = {
					has_province_modifier = new_buildings_timer
					ROOT = { is_tribal = yes }
				}
			}
		}

		transfer_scaled_wealth = {
			to = FROM
			value = 1
			min = 50
			max = 50
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_province_modifier = building_new_temple
				owned_by = PREV

				NAND = {
					has_temple = no
					religion = ROOT
					culture = ROOT
					num_of_empty_holdings > 1
				}
			}

			clr_province_flag = building_new_temple_check
			remove_province_modifier = building_new_temple
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				owned_by = PREV

				OR = {
					has_province_modifier = new_buildings_timer
					ROOT = { is_tribal = yes }
				}
			}

			set_province_flag = building_new_temple_check

			add_province_modifier = {
				name = building_new_temple
				duration = -1
			}
		}

		hidden_effect = {
			reverse_opinion = {
				name = opinion_helped_temple
				who = FROM
				years = 50
			}
		}

		ai_chance = {
			factor = 70

			mult_modifier = {
				factor = 0.5
				trait = cynical
			}

			mult_modifier = {
				factor = 0.5
				trait = greedy
			}

			mult_modifier = {
				factor = 0.5
				NOT = { wealth = 25 }
			}

			mult_modifier = {
				factor = 0.75
				trait = slothful
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1414 # There is nothing to be done

		hidden_tooltip = {
			remove_character_modifier = temple_build_timer
			set_character_flag = build_temple_tried_once
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_province_modifier = building_new_temple
				owned_by = PREV

				NAND = {
					has_temple = no
					religion = ROOT
					culture = ROOT
					num_of_empty_holdings >= 1
				}
			}

			clr_province_flag = building_new_temple_check
			remove_province_modifier = building_new_temple
		}

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 0.1
				wealth = 100
			}

			mult_modifier = {
				factor = 0.5
				trait = ambitious
			}

			mult_modifier = {
				factor = 3
				has_character_modifier = ai_austerity
			}
		}
	}
}

# Temple building stops because there is no one to build it
province_event = {
	id = Plus.1414
	desc = EVTDESC_Plus_1414
	picture = GFX_evt_temple

	trigger = {
		has_province_modifier = building_new_temple

		owner = {
			NOT = {
				any_courtier = {
					has_character_modifier = planning_new_temple
					is_ruler = no
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 10
	}

	option = {
		name = EVTOPTA_Plus_1414 # Find someone else to continue construction

		trigger = {
			has_temple = no
			num_of_empty_holdings = 1

			owner = {
				religion = ROOT
				culture = ROOT

				any_courtier = {
					is_adult = yes
					religion = ROOT
					culture = ROOT
					health >= 4
					is_ruler = no
					prisoner = no
					is_incapable = no

					trigger_if = {
						limit = { has_education_learning_trigger = no }

						learning >= 8
						trait = zealous
					}

					trigger_if = {
						limit = { is_female = yes }
						religion_allows_female_temple_holders = yes
					}

					trigger_if = {
						limit = { is_lowborn = yes }

						trait = ambitious
						trait = zealous
					}

					NOR = {
						trait = cynical
						trait = content
						trait = stressed
						trait = depressed
						trait = imbecile
						any_heir_title = { always = yes }
						has_character_modifier = planning_new_temple
						has_character_modifier = planning_claimant_adventure
						has_character_modifier = planning_duchy_adventure
						has_character_flag = claimant_adventurer
					}
				}
			}
		}

		ai_chance = {
			factor = 70

			mult_modifier = {
				factor = 0.5
				owner = { trait = cynical }
			}

			mult_modifier = {
				factor = 0.5
				owner = { trait = greedy }
			}

			mult_modifier = {
				factor = 0.5
				owner = { wealth < 25 }
			}

			mult_modifier = {
				factor = 0.75
				owner = { trait = slothful }
			}
		}

		owner = {
			show_scope_change = no

			piety = 25

			random_courtier = {
				show_scope_change = no

				limit = {
					is_adult = yes
					religion = ROOT
					culture = ROOT
					health >= 4
					is_ruler = no
					prisoner = no
					is_incapable = no

					trigger_if = {
						limit = { has_education_learning_trigger = no }

						learning >= 8
						trait = zealous
					}

					trigger_if = {
						limit = { is_female = yes }
						religion_allows_female_temple_holders = yes
					}

					trigger_if = {
						limit = { is_lowborn = yes }

						trait = ambitious
						trait = zealous
					}

					NOR = {
						trait = cynical
						trait = content
						trait = stressed
						trait = depressed
						trait = imbecile
						any_heir_title = { always = yes }
						has_character_modifier = planning_new_temple
						has_character_modifier = planning_claimant_adventure
						has_character_modifier = planning_duchy_adventure
						has_character_flag = claimant_adventurer
					}
				}

				transfer_scaled_wealth = {
					from = PREV
					value = 1
					min = 25
					max = 25
				}

				custom_tooltip = {
					text = WILL_CONTINUE_BUILDING_TEMPLE

					set_character_flag = new_temple_builder

					add_character_modifier = {
						name = planning_new_temple
						duration = -1
					}

					opinion = {
						name = opinion_helped_temple
						who = ROOT
						years = 50
					}

					if = {
						limit = { has_character_modifier = estates_1 }

						remove_character_modifier = estates_1
						wealth = 40
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1414 # There is nothing to be done

		clr_province_flag = building_new_temple_check
		remove_province_modifier = building_new_temple
		owner = { set_character_flag = build_temple_tried_once }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 0.1
				owner = { wealth >= 100 }
			}

			mult_modifier = {
				factor = 0.5
				owner = { trait = ambitious }
			}

			mult_modifier = {
				factor = 3
				owner = { has_character_modifier = ai_austerity }
			}
		}
	}
}

# Temple encounters a problem during construction
character_event = {
	id = Plus.1420

	hide_window = yes

	has_character_flag = new_temple_builder
	min_age = 16
	only_capable = yes
	prisoner = no

	trigger = {
		has_character_modifier = planning_new_temple
		is_ruler = no
		learning < 16
		NOT = { trait = genius }

		liege = {
			religion = ROOT
			culture = ROOT

			any_demesne_province = {
				has_province_modifier = building_new_temple
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings >= 1
				owned_by = PREV

				had_province_flag = {
					flag = building_new_temple_check
					years >= 1
				}
			}
		}

		trigger_if = {
			limit = { has_character_flag = building_temple_delayed }

			had_character_flag = {
				flag = building_temple_delayed
				years >= 1
			}
		}
	}

	mean_time_to_happen = {
		years = 20

		mult_modifier = {
			factor = 0.5

			liege = {
				any_realm_title = {
					location = { has_province_modifier = building_new_temple }
					is_occupied = yes
				}
			}
		}

		mult_modifier = {
			factor = 0.5

			OR = {
				trait = lunatic
				trait = possessed
			}
		}

		mult_modifier = {
			factor = 1.5

			OR = {
				trait = quick
				trait = shrewd
			}
		}

		mult_modifier = {
			factor = 1.5
			trait = scholar
		}

		mult_modifier = {
			factor = 0.8
			trait = gluttonous
		}

		mult_modifier = {
			factor = 0.8
			trait = slothful
		}

		mult_modifier = {
			factor = 0.8
			trait = wroth
		}

		mult_modifier = {
			factor = 0.8
			trait = stressed
		}

		mult_modifier = {
			factor = 0.8
			trait = depressed
		}

		mult_modifier = {
			factor = 0.8
			trait = drunkard
		}

		mult_modifier = {
			factor = 1.2
			trait = temperate
		}

		mult_modifier = {
			factor = 1.2
			trait = diligent
		}

		mult_modifier = {
			factor = 1.2
			trait = patient
		}

		mult_modifier = {
			factor = 0.9
			diplomacy < 7
		}

		mult_modifier = {
			factor = 0.9
			diplomacy < 5
		}

		mult_modifier = {
			factor = 0.8
			diplomacy < 3
		}

		mult_modifier = {
			factor = 1.1
			diplomacy >= 12
		}

		mult_modifier = {
			factor = 1.1
			diplomacy >= 14
		}

		mult_modifier = {
			factor = 1.2
			diplomacy >= 16
		}

		mult_modifier = {
			factor = 0.9
			learning < 8
		}

		mult_modifier = {
			factor = 0.9
			learning < 6
		}

		mult_modifier = {
			factor = 0.8
			learning < 4
		}

		mult_modifier = {
			factor = 1.1
			learning >= 10
		}

		mult_modifier = {
			factor = 1.1
			learning >= 12
		}

		mult_modifier = {
			factor = 1.2
			learning >= 14
		}
	}

	option = { # Pay for it myself
		trigger = { wealth >= 50 }

		set_character_flag = building_temple_delayed
		wealth = -50
	}

	option = { # Ask my liege for help
		trigger = { wealth < 50 }

		set_character_flag = building_temple_delayed
		liege = { letter_event = { id = Plus.1421 } }
	}
}

# Liege asked for money to continue construction
letter_event = {
	id = Plus.1421
	desc = EVTDESC_Plus_1421

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_1421 # Help him out

		trigger = { wealth >= 50 }

		piety = 25
		wealth = -50

		reverse_opinion = {
			name = opinion_helped_temple
			who = FROM
			years = 50
		}

		ai_chance = {
			factor = 70

			mult_modifier = {
				factor = 0.1
				trait = cynical
			}

			mult_modifier = {
				factor = 0.5
				trait = greedy
			}

			mult_modifier = {
				factor = 0.75
				trait = slothful
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1421 # Refuse

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 0.1
				wealth >= 200
			}

			mult_modifier = {
				factor = 0.5
				trait = ambitious
			}

			mult_modifier = {
				factor = 5
				has_character_modifier = ai_austerity
			}
		}

		set_character_flag = build_temple_tried_once

		if = {
			limit = { wealth >= 50 }
			piety = -25
		}

		prestige = -25

		reverse_opinion = {
			name = opinion_refused_temple
			who = FROM
			years = 50
		}

		random_demesne_province = {
			show_scope_change = no

			limit = {
				has_province_modifier = building_new_temple
				has_temple = no
				religion = ROOT
				culture = ROOT
				num_of_empty_holdings = 1
				owned_by = PREV

				had_province_flag = {
					flag = building_new_temple_check
					years >= 1
				}
			}

			clr_province_flag = building_new_temple_check
			remove_province_modifier = building_new_temple
		}

		hidden_effect = {
			remove_character_modifier = temple_build_timer

			FROM = {
				remove_character_modifier = planning_new_temple
				clr_character_flag = new_temple_builder
			}
		}
	}
}

# Feudal liege asks for character to build temple
character_event = {
	id = Plus.1422
	desc = EVTDESC_Plus_1422
	picture = GFX_evt_temple

	is_triggered_only = yes

	immediate = { # First choice
		random_courtier = {
			limit = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }


					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = yes }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
				}
			}

			save_event_target_as = first_temple_choice
		}

		# Second choice
		random_courtier = {
			limit = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }


					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = yes }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
					character = event_target:first_temple_choice
				}
			}
			save_event_target_as = second_temple_choice
		}

		# Third choice
		random_courtier = {
			limit = {
				is_adult = yes
				religion = ROOT
				culture = ROOT
				health >= 4
				is_ruler = no
				prisoner = no
				is_incapable = no

				trigger_if = {
					limit = { has_education_learning_trigger = no }


					learning >= 8
					trait = zealous
				}

				trigger_if = {
					limit = { is_female = yes }
					religion_allows_female_temple_holders = yes
				}

				trigger_if = {
					limit = { is_lowborn = yes }

					trait = ambitious
					trait = zealous
				}

				NOR = {
					trait = cynical
					trait = content
					trait = stressed
					trait = depressed
					trait = imbecile
					any_heir_title = { always = yes }
					has_character_modifier = planning_new_temple
					has_character_modifier = planning_claimant_adventure
					has_character_modifier = planning_duchy_adventure
					has_character_flag = claimant_adventurer
					character = event_target:first_temple_choice
					character = event_target:second_temple_choice
				}
			}

			save_event_target_as = third_temple_choice
		}
	}

	option = {
		name = EVTOPTA_Plus_1422 # First choice

		trigger = { event_target:first_temple_choice = { is_alive = yes } }

		event_target:first_temple_choice = {
			show_scope_change = no

			wealth = 100
			set_character_flag = new_temple_builder

			add_character_modifier = {
				name = planning_new_temple
				duration = -1
			}

			if = {
				limit = { has_character_modifier = estates_1 }

				remove_character_modifier = estates_1
				wealth = 40
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1422 # Second choice

		trigger = { event_target:second_temple_choice = { is_alive = yes } }

		event_target:second_temple_choice = {
			show_scope_change = no

			wealth = 100
			set_character_flag = new_temple_builder

			add_character_modifier = {
				name = planning_new_temple
				duration = -1
			}

			if = {
				limit = { has_character_modifier = estates_1 }

				remove_character_modifier = estates_1
				wealth = 40
			}
		}
	}

	option = {
		name = EVTOPTC_Plus_1422 # Third choice

		trigger = { event_target:third_temple_choice = { is_alive = yes } }

		event_target:third_temple_choice = {
			show_scope_change = no

			wealth = 100
			set_character_flag = new_temple_builder

			add_character_modifier = {
				name = planning_new_temple
				duration = -1
			}

			if = {
				limit = { has_character_modifier = estates_1 }

				remove_character_modifier = estates_1
				wealth = 40
			}
		}
	}

	option = {
		name = EVTOPTD_Plus_1422 # Maybe not

		wealth = 100
		piety = -25

		FROM = {
			show_scope_change = no

			location = {
				show_scope_change = no

				clr_province_flag = building_new_temple_check
				remove_province_modifier = building_new_temple
			}
		}

		ai_chance = { factor = 0 }
	}
}


### TEMPLE CONSTRUCTION COMPLETE

# character_event = {
# 	id = Plus.1425
#
# 	hide_window = yes
#
# 	has_character_flag = new_temple_builder
# 	min_age = 16
# 	only_capable = yes
# 	prisoner = no
#
# 	trigger = {
# 		has_character_modifier = planning_new_temple
# 		is_ruler = no
#
# 		liege = {
# 			war = no
# 			religion = ROOT
# 			culture = ROOT
#
# 			any_demesne_province = {
# 				has_province_modifier = building_new_temple
# 				has_temple = no
# 				religion = ROOT
# 				culture = ROOT
# 				num_of_empty_holdings >= 1
#				owned_by = PREV
#
# 				OR = {
# 					trigger_if = {
# 						limit = { ROOT = { wealth < 50 } }
#
# 						had_province_flag = {
# 							flag = building_new_temple_check
# 							years >= 10
# 						}
# 					}
# 					trigger_else_if = {
# 						limit = { ROOT = { wealth < 100 } }
#
# 						had_province_flag = {
# 							flag = building_new_temple_check
# 							days = 2750 # Roughly 7.5 years
# 						}
# 					}
# 					trigger_else = {
# 						had_province_flag = { flag = building_new_temple_check years >= 5 }
# 					}
#
# 					trigger_if = {
# 						limit = { owner = { is_feudal = yes } }
# 						had_province_flag = { flag = building_new_temple_check years >= 3 }
# 					}
# 				}
# 			}
# 		}
# 	}
#
# 	mean_time_to_happen = {
# 		years = 5
#
# 		mult_modifier = {
# 			factor = 0.6
# 			is_feudal = yes
# 		}
# 	}
#
# 	immediate = {
# 		clr_character_flag = building_temple_delayed
# 		clr_character_flag = new_temple_builder
# 		remove_character_modifier = planning_new_temple
#
# 		liege = {
# 			random_demesne_province = {
# 				limit = {
# 					has_province_modifier = building_new_temple
# 					has_temple = no
# 					religion = PREV
# 					culture = PREV
# 					num_of_empty_holdings >= 1
#					owned_by = PREV
# 				}
#
# 				remove_province_modifier = building_new_temple
# 				clr_province_flag = building_new_temple_check
#
# 				build_holding = {
# 					type = temple
# 					holder = ROOT
# 				}
#
# 				ROOT = {
# 					set_defacto_liege = PREVPREV
# 					pf_liege_change_effect = yes
# 					piety = 50
# 				}
# 			}
#
# 			clr_character_flag = build_temple_tried_once
#
# 			character_event = {
# 				id = Plus.1426
# 				days = 1
# 			}
# 		}
# 	}
# }

# Liege notified that the temple has been built
# character_event = {
# 	id = Plus.1426
# 	desc = EVTDESC_Plus_1426
# 	picture = GFX_evt_temple
#
# 	is_triggered_only = yes
#
# 	option = {
# 		name = EXCELLENT
#
# 		prestige = 50
# 	}
# }

#######################################
# CITY BUILDER EVENTS
#######################################

### CITY BUILDING BEGINS

# Steward finds a location for the city
character_event = {
	id = 940
	title = EVTNAME_Plus_1430
	desc = EVTDESC_Plus_1430
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	only_capable = yes
	prisoner = no

	trigger = {
		has_job_action = action_settle_tribe

		location = {
			num_of_empty_holdings >= 1
			has_city = no
			NOT = { has_province_modifier = building_new_city }
			county = { is_occupied = no }

			owner = {
				is_tribal = yes
				is_liege_of = ROOT
				culture = PREV
			}
		}
	}

	mean_time_to_happen = {
		months = 1000

		mult_modifier = {
			factor = 1000
			liege = { is_tribal = no }
		}

		mult_modifier = {
			factor = 1.5
			year < 800
		}

		mult_modifier = {
			factor = 0.75
			location = { is_capital = yes }
		}

		mult_modifier = {
			factor = 1.1

			location = {
				NOR = {
					has_building = tb_shipyard_1
					has_building = tb_shipyard_2
				}
			}
		}

		mult_modifier = {
			factor = 0.9
			location = { has_building = tb_shipyard_1 }
		}

		mult_modifier = {
			factor = 0.8
			location = { has_building = tb_shipyard_2 }
		}

		mult_modifier = {
			factor = 1.25

			location = {
				NOR = {
					has_building = tb_town_market_1
					has_building = tb_town_market_2
				}
			}
		}

		mult_modifier = {
			factor = 0.8
			location = { has_building = tb_town_market_1 }
		}

		mult_modifier = {
			factor = 0.65
			location = { has_building = tb_town_market_2 }
		}

		mult_modifier = {
			factor = 1.25
			num_of_subrealm_cities >= 1
		}

		mult_modifier = {
			factor = 1.25
			num_of_subrealm_cities >= 2
		}

		mult_modifier = {
			factor = 1.25
			num_of_subrealm_cities >= 3
		}

		mult_modifier = {
			factor = 1.25
			liege = { real_tier = COUNT }
		}

		mult_modifier = {
			factor = 0.75
			liege = { higher_real_tier_than = DUKE }
		}

		mult_modifier = {
			factor = 0.75
			liege = { higher_real_tier_than = KING }
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 2
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 3
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 4
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 5
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 6
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 7
		}

		mult_modifier = {
			factor = 1.1
			stewardship < 8
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 12
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 13
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 14
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 15
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 16
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 17
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 18
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 19
		}

		mult_modifier = {
			factor = 0.9
			stewardship >= 20
		}

		mult_modifier = {
			factor = 0.9
			opinion = { who = liege value >= 25 }
		}

		mult_modifier = {
			factor = 0.9
			opinion = { who = liege value >= 50 }
		}

		mult_modifier = {
			factor = 0.9
			opinion = { who = liege value >= 75 }
		}

		mult_modifier = {
			factor = 1.1
			opinion = { who = liege value < 0 }
		}

		mult_modifier = {
			factor = 1.1
			opinion = { who = liege value < -25 }
		}

		mult_modifier = {
			factor = 1.1
			opinion = { who = liege value < -50 }
		}
	}

	option = {
		name = EVTOPTA_Plus_1430 # Tell my liege

		location = {
			save_event_target_as = new_city_location
		}

		liege = {
			show_scope_change = no

			character_event = {
				id = Plus.1431
				tooltip = INFORM_LIEGE_BUILD_CITY
			}
		}
	}
}

# Liege decides whether to move forward with the city building
character_event = {
	id = Plus.1431
	desc = EVTDESC_Plus_1431
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	is_triggered_only = yes

	option = {
		name = EVTOPTA_Plus_1431 # Build it with money

		trigger = { wealth >= 0 }

		wealth = -75

		event_target:new_city_location = {
			show_scope_change = no

			set_province_flag = tribal_build_city

			add_province_modifier = {
				name = building_new_city
				duration = -1
			}
		}

		ai_chance = {
			factor = 10

			mult_modifier = {
				factor = 0.1
				wealth < 25
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1431 # Build it with prestige

		trigger = { prestige >= 0 }

		prestige = -250

		event_target:new_city_location = {
			show_scope_change = no

			set_province_flag = tribal_build_city

			add_province_modifier = {
				name = building_new_city
				duration = -1
			}
		}

		ai_chance = {
			factor = 10

			mult_modifier = {
				factor = 0.1
				prestige < 100
			}
		}
	}

	option = {
		name = EVTOPTC_Plus_1431 # Leave it for now

		ai_chance = {
			factor = 1

			mult_modifier = {
				factor = 10
				wealth < 25
				prestige < 100
			}

			mult_modifier = {
				factor = 0.5
				is_feudal = yes
			}
		}
	}
}

# Site is no longer valid
province_event = {
	id = Plus.1432

	hide_window = yes

	trigger = {
		has_province_modifier = building_new_city

		NAND = {
			has_city = no
			num_of_empty_holdings >= 1
			culture = owner

			owner = {
				OR = {
					is_tribal = yes
					is_feudal = yes
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 1
	}

	immediate = {
		clr_province_flag = tribal_build_city
		clr_province_flag = tribal_build_city_problem
		clr_province_flag = tribal_build_city_merchants
		clr_province_flag = tribal_build_city_delayed
		remove_province_modifier = building_new_city
	}
}

# Site ruined due to occupation
province_event = {
	id = Plus.1433
	desc = EVTDESC_Plus_1433
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	trigger = {
		has_province_modifier = building_new_city
		county = { is_occupied = yes }
	}

	mean_time_to_happen = {
		months = 1
	}

	option = {
		name = CURSES

		clr_province_flag = tribal_build_city
		clr_province_flag = tribal_build_city_problem
		clr_province_flag = tribal_build_city_merchants
		clr_province_flag = tribal_build_city_delayed
		remove_province_modifier = building_new_city
	}
}

# Site encounters a problem
province_event = {
	id = Plus.1434
	desc = EVTDESC_Plus_1434
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	has_flag = tribal_build_city

	trigger = {
		has_province_modifier = building_new_city
		NOT = { has_province_flag = tribal_build_city_problem }
		county = { is_occupied = no }

		had_province_flag = {
			flag = tribal_build_city
			years >= 1
		}
	}

	mean_time_to_happen = {
		months = 100

		mult_modifier = {
			factor = 0.5

			owner = {
				NOT = { job_treasurer = { always = yes } }
			}
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 2 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 4 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 6 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 8 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 12 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 14 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 16 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 18 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 20 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 2 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 4 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 6 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 8 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 12 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 14 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 16 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 18 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 20 } }
		}
	}

	option = {
		name = EVTOPTA_Plus_1434 # Give more cash

		trigger = {
			owner = { wealth >= 0 }
		}

		set_province_flag = tribal_build_city_problem

		owner = {
			show_scope_change = no

			wealth = -75
		}

		ai_chance = {
			factor = 10

			mult_modifier = {
				factor = 0.1
				owner = { wealth < 75 }
			}
		}
	}

	option = {
		name = EVTOPTB_Plus_1434 # Get vassals to help

		trigger = {
			owner = { prestige >= 0 }
		}

		set_province_flag = tribal_build_city_problem

		owner = {
			show_scope_change = no

			prestige = -250
		}

		ai_chance = {
			factor = 10

			mult_modifier = {
				factor = 0.1
				owner = { prestige < 250 }
			}
		}
	}

	option = {
		name = EVTOPTC_Plus_1434 # Abandon the city

		owner = {
			show_scope_change = no

			prestige = -50
		}

		clr_province_flag = tribal_build_city
		clr_province_flag = tribal_build_city_merchants
		clr_province_flag = tribal_build_city_delayed
		remove_province_modifier = building_new_city

		ai_chance = {
			factor = 1

			trigger = {
				owner = {
					wealth < 75
					prestige < 250
				}
			}
		}
	}
}

# Site has dispute with workers
province_event = {
	id = Plus.1435
	desc = EVTDESC_Plus_1435
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	has_flag = tribal_build_city

	trigger = {
		has_province_modifier = building_new_city
		NOT = { has_province_modifier = peasant_unrest }
		county = { is_occupied = no }

		had_province_flag = {
			flag = tribal_build_city
			years >= 1
		}
	}

	mean_time_to_happen = {
		months = 75

		mult_modifier = {
			factor = 0.5

			owner = {
				NOT = { job_treasurer = { always = yes } }
			}
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 2 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 4 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 6 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 8 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 12 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 14 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 16 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 18 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 20 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 2 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 4 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 6 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 8 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 12 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 14 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 16 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 18 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 20 } }
		}
	}

	option = {
		name = EVTOPTA_Plus_1435

		add_province_modifier = {
			name = peasant_unrest
			years = 2
		}
	}
}

# Site has dispute with merchants
province_event = {
	id = Plus.1436
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	desc = {
		text = EVTDESC_Plus_1436_tribal
		trigger = { owner = { is_tribal = yes } }
	}
	desc = {
		text = EVTDESC_Plus_1436_feudal
		trigger = { owner = { is_tribal = no } }
	}

	has_flag = tribal_build_city

	trigger = {
		has_province_modifier = building_new_city
		NOT = { has_province_flag = tribal_build_city_merchants }
		county = { is_occupied = no }

		had_province_flag = {
			flag = tribal_build_city
			years >= 1
		}
	}

	mean_time_to_happen = {
		months = 75

		mult_modifier = {
			factor = 0.75
			has_province_modifier = peasant_unrest
		}

		mult_modifier = {
			factor = 0.5

			owner = {
				NOT = { job_treasurer = { always = yes } }
			}
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 2 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 4 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 6 }
		}

		mult_modifier = {
			factor = 0.95
			owner = { stewardship < 8 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 12 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 14 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 16 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 18 }
		}

		mult_modifier = {
			factor = 1.05
			owner = { stewardship >= 20 }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 2 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 4 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 6 } }
		}

		mult_modifier = {
			factor = 0.9
			owner = { job_treasurer = { stewardship < 8 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 12 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 14 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 16 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 18 } }
		}

		mult_modifier = {
			factor = 1.1
			owner = { job_treasurer = { stewardship >= 20 } }
		}
	}

	option = {
		name = EVTOPTA_Plus_1436 # I will negotiate with them

		trigger = {
			owner = { diplomacy >= 12 }
		}

		random_list = {
			50 = {
				mult_modifier = {
					factor = 0.9
					owner = { diplomacy >= 14 }
				}

				mult_modifier = {
					factor = 0.9
					owner = { diplomacy >= 16 }
				}

				mult_modifier = {
					factor = 0.9
					owner = { diplomacy >= 18 }
				}

				mult_modifier = {
					factor = 0.9
					owner = { diplomacy >= 20 }
				}

				mult_modifier = {
					factor = 0.9
					owner = { diplomacy >= 22 }
				}

				mult_modifier = {
					factor = 0.9
					owner = { diplomacy >= 24 }
				}

				custom_tooltip = {
					text = WORK_ON_CITY_DELAYED

					set_province_flag = tribal_build_city_merchants
					set_province_flag = tribal_build_city_delayed
				}
			}

			50 = {
				custom_tooltip = {
					text = WORK_ON_CITY_CONTINUES
					set_province_flag = tribal_build_city_merchants
				}
			}
		}

		ai_chance = { factor = 10 }
	}

	option = {
		name = EVTOPTB_Plus_1436 # Send the steward to negotiate with them

		trigger = {
			owner = {
				diplomacy < 12
				job_treasurer = { always = yes }
			}
		}

		random_list = {
			50 = {
				mult_modifier = {
					factor = 1.1
					owner = { job_treasurer = { stewardship < 2 } }
				}

				mult_modifier = {
					factor = 1.1
					owner = { job_treasurer = { stewardship < 4 } }
				}

				mult_modifier = {
					factor = 1.1
					owner = { job_treasurer = { stewardship < 6 } }
				}

				mult_modifier = {
					factor = 1.1
					owner = { job_treasurer = { stewardship < 8 } }
				}

				mult_modifier = {
					factor = 1.1
					owner = { job_treasurer = { stewardship < 10 } }
				}

				mult_modifier = {
					factor = 0.9
					owner = { job_treasurer = { stewardship >= 14 } }
				}

				mult_modifier = {
					factor = 0.9
					owner = { job_treasurer = { stewardship >= 16 } }
				}

				mult_modifier = {
					factor = 0.9
					owner = { job_treasurer = { stewardship >= 18 } }
				}

				mult_modifier = {
					factor = 0.9
					owner = { job_treasurer = { stewardship >= 20 } }
				}

				mult_modifier = {
					factor = 0.9
					owner = { job_treasurer = { stewardship >= 22 } }
				}

				mult_modifier = {
					factor = 0.9
					owner = { job_treasurer = { stewardship >= 24 } }
				}

				custom_tooltip = {
					text = WORK_ON_CITY_DELAYED

					set_province_flag = tribal_build_city_merchants
					set_province_flag = tribal_build_city_delayed
				}
			}

			50 = {
				custom_tooltip = {
					text = WORK_ON_CITY_CONTINUES
					set_province_flag = tribal_build_city_merchants
				}
			}
		}

		ai_chance = { factor = 10 }
	}

	option = {
		name = EVTOPTC_Plus_1436 # Round them up and execute them

		trigger = {
			owner = {
				NOR = {
					trait = kind
					trait = just
				}
			}
		}

		owner = {
			show_scope_change = no

			prestige = 25

			random = {
				chance = 30
				add_trait_fully_cruel_effect = yes
			}

			tyrant_plus_1_effect = yes
		}

		custom_tooltip = {
			text = WORK_ON_CITY_CONTINUES
			set_province_flag = tribal_build_city_merchants
		}

		ai_chance = {
			factor = 10

			trigger = {
				owner = {
					OR = {
						trait = cruel
						trait = impaler
						trait = greedy
					}

					NOR = {
						trait = tyrant4
						trait = tyrant5
					}
				}
			}
		}
	}

	option = {
		name = EVTOPTD_Plus_1436 # Pay them off

		trigger = {
			owner = { wealth >= 50 }
		}

		owner = {
			show_scope_change = no

			wealth = -50
		}

		custom_tooltip = {
			text = WORK_ON_CITY_CONTINUES
			set_province_flag = tribal_build_city_merchants
		}

		ai_chance = { factor = 10 }
	}

	option = {
		name = EVTOPTE_Plus_1436 # Abandon the city

		owner = {
			show_scope_change = no

			prestige = -50
		}

		clr_province_flag = tribal_build_city
		clr_province_flag = tribal_build_city_problem
		remove_province_modifier = building_new_city

		ai_chance = { factor = 1 }
	}
}

### CITY CONSTRUCTION COMPLETE

# The city is finished construction
province_event = {
	id = Plus.1437
	desc = EVTDESC_Plus_1437
	picture = GFX_evt_stone_church
	border = GFX_event_normal_frame_economy

	has_flag = tribal_build_city

	trigger = {
		has_province_modifier = building_new_city
		has_city = no
		num_of_empty_holdings >= 1
		county = { is_occupied = no }
		culture = owner

		trigger_if = {
			limit = { owner = { is_feudal = yes } }

			had_province_flag = {
				flag = tribal_build_city
				years >= 5
			}
		}
		trigger_else = {
			had_province_flag = {
				flag = tribal_build_city
				years >= 8
			}
		}

		owner = {
			OR = {
				is_tribal = yes
				is_feudal = yes
			}
		}
	}

	mean_time_to_happen = {
		months = 75

		mult_modifier = {
			factor = 3
			has_province_flag = tribal_build_city_delayed
		}

		mult_modifier = {
			factor = 0.75
			owner = { is_feudal = yes }
		}

		mult_modifier = {
			factor = 0.5

			owner = {
				job_treasurer = {
					has_job_action = action_oversee_construction
					location = { province_id = ROOT }
				}
			}
		}
	}

	option = {
		name = EXCELLENT

		hidden_effect = {
			clr_province_flag = tribal_build_city
			clr_province_flag = tribal_build_city_problem
			clr_province_flag = tribal_build_city_merchants
			clr_province_flag = tribal_build_city_delayed
			remove_province_modifier = building_new_city
		}

		build_holding = {
			type = city
			holder = owner
		}
	}
}