settlement_decisions = {
	ek_buildingspam_castle_01 = {
		only_playable = yes
		ai_check_interval = 3000
		
		from_potential = {
			is_ruler = yes
		}		
		potential = {
			holder_scope = {
				OR = {
					character = FROM
				}
			}
			holding_type = castle
			OR = { #if they dont have most of the buildings
				NOT = {has_building = ca_keep_0b}			
				
				NOT = {has_building = ca_Farm_0}
				
				NOT = {has_building = ca_smithy_0}

				NOT = {has_building = ca_walls_2}	

				NOT = {has_building = ca_exercise_0}
			}			
		}
		
		allow = {
			FROM = {
				wealth = 4000 #should cost roughly 3500 to make the buildings individually
			}			
		}
		
		effect = {
			FROM = {
				wealth = -4000
			}
			add_building = ca_keep_0a
			add_building = ca_keep_0b			
			add_building = ca_barracks_0			
			add_building = ca_barracks_1
			add_building = ca_healer_0
			
			add_building = ca_HunterLodge_0
			add_building = ca_Farm_0
			
			add_building = ca_smithy_0
			add_building = ca_tempel_0
			add_building = ca_bath_0
			add_building = ca_gambling_0
			
			add_building = ca_walls_0
			add_building = ca_walls_1
			add_building = ca_walls_2	
			add_building = ca_moat_0	
			add_building = ca_moat_1
			add_building = ca_moat_2
			add_building = ca_bridge_0	
			add_building = ca_gate_0
			add_building = ca_gate_1

			add_building = ca_quart_arch_0
			add_building = ca_archrange_0
			add_building = ca_archbowyer_0
			add_building = ca_quart_Inf_0
			add_building = ca_weap_smith_0
			add_building = ca_weap_smith_1
			add_building = ca_armor_smith_0
			add_building = ca_armor_smith_1	
			add_building = ca_exercise_0			
		}
		
		ai_will_do = {
			factor = 0.1
		}
	}
	ek_buildingspam_city_01 = {
		only_playable = yes
		ai_check_interval = 3000
		
		from_potential = {
			is_ruler = yes
		}		
		potential = {
			holder_scope = {
				OR = {
					character = FROM
				}
			}
			holding_type = city
			OR = { #if they dont have most of the buildings
				NOT = {has_building = ct_townhall_0b}			
				
				NOT = {has_building = ct_temple_1}
				
				NOT = {has_building = ct_assessors_1}

				NOT = {has_building = ct_walls_2}	

				NOT = {has_building = ct_patrolpost_0}
			}			
		}
		
		allow = {
			FROM = {
				wealth = 6500 #should cost roughly 6000 to make the buildings individually
			}			
		}
		
		effect = {
			FROM = {
				wealth = -6500
			} 
			#around 2800 for economic buildings
			add_building = ct_townhall_0a
			add_building = ct_townhall_0b			
			add_building = ct_cityguard_0			
			add_building = ct_militiabarracks_0
			add_building = ct_farms_0		
			add_building = ct_farms_1
			add_building = ct_farminfra_0
			add_building = ct_farminfra_1
			add_building = ct_roads_0
			add_building = ct_roads_1
			
			add_building = ct_temple_0	
			add_building = ct_temple_1
			add_building = ct_hospital_0
			add_building = ct_hospital_1	
			add_building = ct_entertainment_0	
			add_building = ct_entertainment_1
			
			add_building = ct_assessors_0
			add_building = ct_assessors_1	
			add_building = ct_manufactories_0
			add_building = ct_manufactories_1
			add_building = ct_mills_0
			add_building = ct_mills_1
			add_building = ct_mills_2
			add_building = ct_mills_3
			add_building = ct_markets_0
			add_building = ct_markets_1
			add_building = ct_markets_2 
			
			#around 3200 for defense buildings
			add_building = ct_moat_0	
			add_building = ct_moat_1	
			add_building = ct_walls_0	
			add_building = ct_walls_1	
			add_building = ct_walls_2	
			add_building = ct_gatehouses_0	
			add_building = ct_defbridges_0	
			add_building = ct_armoury_0	
			add_building = ct_trainingarea_0	
			add_building = ct_trainingarea_1
			add_building = ct_archeryrange_0
			add_building = ct_patrolpost_0	
			add_building = ct_bridgeguard_0	
			add_building = ct_mages_1_0				
		}
		
		ai_will_do = {
			factor = 0.1
		}
	}
	ek_buildingspam_temple_01 = {
		only_playable = yes
		ai_check_interval = 3000
		
		from_potential = {
			is_ruler = yes
		}		
		potential = {
			holder_scope = {
				OR = {
					character = FROM
				}
			}
			holding_type = temple
			OR = { #if they dont have most of the buildings
				NOT = {has_building = tp_temple_0}			
				
				NOT = {has_building = tp_university_0}
				
				NOT = {has_building = tp_magicshop_0}

				NOT = {has_building = tp_magetower_0}	

				NOT = {has_building = tp_magicdefense_2}
			}			
		}
		
		allow = {
			FROM = {
				wealth = 5500 #should cost roughly 5000 to make the buildings individually
			}			
		}
		
		effect = {
			FROM = {
				wealth = -5500
			} 
			add_building = tp_guardbarrack_0
			add_building = tp_militiabarrack_0			
			add_building = tp_hospital_0			
			add_building = tp_artworks_0
			add_building = tp_temple_0	
			
			add_building = tp_university_0
			add_building = tp_militaryfaculties_0
			add_building = tp_economicfaculties_0
			add_building = tp_culturefaculties_0
			add_building = tp_militarypoints_0
			add_building = tp_economoicpoints_0	
			add_building = tp_culturalpoints_0
			
			add_building = tp_farm_0
			add_building = tp_farm_1	
			add_building = tp_herbs_0	
			add_building = tp_herbs_1
			add_building = tp_magicshop_0
			
			add_building = tp_magetower_0	
			add_building = tp_destruction_0
			add_building = tp_restoration_0
			add_building = tp_conjuration_0
			add_building = tp_alteration_0
			add_building = tp_illusion_0
			add_building = tp_mysticism_0
			add_building = tp_thaumaturgy_0
			add_building = tp_pikequarters_0
			add_building = tp_spears_0 
			add_building = tp_spears_1	
			add_building = tp_archerquarters_0	
			add_building = tp_archerquarters_1	
			add_building = tp_archerquarters_2	
			add_building = tp_crossbows_0	
			
			add_building = tp_walls_0	
			add_building = tp_gates_0	
			add_building = tp_gates_1	
			add_building = tp_magicdefense_0	
			add_building = tp_magicdefense_1
			add_building = tp_magicdefense_2			
		}
		
		ai_will_do = {
			factor = 0.1
		}
	}	
}