
title_decisions = {

# build dirt road	
	dirt_road_province_decision = {
		filter = sub_realm_owned
		from_potential = {	# decision taker
			ai = no
			any_realm_province = { TECH_CONSTRUCTION = 3 }
		}
		
		potential = {	# the province
			real_tier = COUNT
			holder_scope = {
				OR = {
					character = FROM
					any_liege = { character = FROM }
				}
			}
			location = {
				NOR = { 
					has_province_modifier = ca_road_network_1_modifier 
					has_province_modifier = ca_road_network_2_modifier 
					has_province_modifier = ca_road_network_3_modifier 
				}
			}
		}
		
		allow = {
			FROM = { 
				war = no 
				wealth = 100
			}
			holder_scope = { war = no }
			custom_tooltip = {
			text = afmbsr_no_raiding_tooltip
				NOT = { # not being raided by hostile force
					location = { any_province_holding = { has_siege = yes } } 
				}
			}
		}
		
		effect = {
			FROM = {
				wealth = -100
			}
			location = { 
				add_province_modifier = { 
					name = ca_road_network_1_modifier 
					duration = -1
				}
			}
		}
		
		revoke_allowed = {
			always = no
		}
	}

# build paved road	
	paved_road_province_decision = {
		filter = sub_realm_owned
		from_potential = {	# decision taker
			ai = no
			any_realm_province = { TECH_CONSTRUCTION = 4 }
		}
		
		potential = {	# the province
			real_tier = COUNT
			holder_scope = {
				OR = {
					character = FROM
					any_liege = { character = FROM }
				}
			}
			location = { 
				has_province_modifier = ca_road_network_1_modifier 
				NOT = { has_province_modifier = ca_road_network_2_modifier }
			}
		}
		
		allow = {
			FROM = { 
				war = no 
				wealth = 250
			}
			holder_scope = { war = no }
			custom_tooltip = {
			text = afmbsr_no_raiding_tooltip
				NOT = { # not being raided by hostile force
					location = { any_province_holding = { has_siege = yes } } 
				}
			}
		}
		
		effect = {
			FROM = {
				wealth = -250
			}
			location = { 
				add_province_modifier = { 
					name = ca_road_network_2_modifier 
					duration = -1
				}
				hidden_tooltip = { remove_province_modifier = ca_road_network_1_modifier }
			}
		}
		
		revoke_allowed = {
			always = no
		}
	}
	
# build highway
	highway_road_province_decision = {
		from_potential = {	# decision taker
			ai = no
			any_realm_province = { TECH_CONSTRUCTION = 5 }
		}
		
		potential = {	# the province
			real_tier = COUNT
			holder_scope = {
				OR = {
					character = FROM
					any_liege = { character = FROM }
				}
			}
			location = { 
				has_province_modifier = ca_road_network_2_modifier 
				NOT = { has_province_modifier = ca_road_network_3_modifier }
			}
			FROM = {
				any_realm_province = { TECH_CONSTRUCTION = 5 }
			}
			OR = {
				AND = {
					location = {
						OR = {
							trade_route = silk_road
							trade_route = trans_saharan_trade_route
							port = yes
							borders_major_river = yes
						}
					}
					OR = {		# will have trade routes
						has_dlc = "Horse Lords"
						has_dlc = "Jade Dragon"
					}
				}
				AND = {
					NOR = {		# won't have trade routes
						has_dlc = "Horse Lords"
						has_dlc = "Jade Dragon"
					}
					location = {
						OR = {
							port = yes
							borders_major_river = yes
						}
					}
				}
				AND = {
					location = { 
						OR = { 
							NOR = {
								terrain = mountain
								terrain = desert
								terrain = arctic
								terrain = marsh
							}
							FROM = {
								any_realm_province = { TECH_CONSTRUCTION = 6 }
							}
						}
					}
				}
			}
		}
		
		allow = {
			FROM = { 
				war = no 
				wealth = 500
			}
			holder_scope = { war = no }
			custom_tooltip = {
			text = afmbsr_no_raiding_tooltip
				NOT = { # not being raided by hostile force
					location = { any_province_holding = { has_siege = yes } } 
				}
			}
		}
		
		effect = {
			FROM = {
				wealth = -500
			}
			location = { 
				add_province_modifier = { 
					name = ca_road_network_3_modifier 
					duration = -1
				}
				hidden_tooltip = { remove_province_modifier = ca_road_network_2_modifier }
			}
		}
		
		revoke_allowed = {
			always = no
		}
	}




} # closed decision bracket, don't remove	




