namespace = BetterCaps


### HOLDING EVENTS

	character_event = { 		# on_settlement_construction_completed, adds some starter buildings 
		id = BetterCaps.301
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = {
			FROM = {
				holding_type = castle
				OR = {
					ROOT = {	# the builder
						TECH_CONSTRUCTION = 5
					}
					location = {
						TECH_CONSTRUCTION = 2
						OR = { 
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
							TECH_INFANTRY = 3
							TECH_RECRUITMENT = 4
							TECH_CASTLE_CONSTRUCTION = 3
							TECH_TRADE_PRACTICES = 4
							TECH_CAVALRY = 4
						}
					}
				}
			}
		}
			
		option = {
			if = {			# keep upgraded
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_FORTIFICATIONS_CONSTRUCTION = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_FORTIFICATIONS_CONSTRUCTION = 4
						}
					}
				}
				FROM = { add_building = ca_keep_2 }
			}
			if = {			# keep
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_FORTIFICATIONS_CONSTRUCTION = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
					FROM = {
						NOT = { has_building = ca_keep_2 }
					}
				}
				FROM = { add_building = ca_keep_1 }
			}
			if = {			# walls
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_FORTIFICATIONS_CONSTRUCTION = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = ca_wall_1 }
			}
			if = {			# militia
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_INFANTRY = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_INFANTRY = 4
						}
					}
				}
				FROM = { add_building = ca_militia_barracks_1 }
			}
			if = {			# stables
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_CAVALRY = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CAVALRY = 4
						}
					}
				}
				FROM = { add_building = ca_stable_1 }
			}
			if = {			# training grounds
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_RECRUITMENT = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_RECRUITMENT = 4
						}
					}
				}
				FROM = { add_building = ca_training_grounds_1 }
			}
			if = {			# castle town
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_TRADE_PRACTICES = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_TRADE_PRACTICES = 4
						}
					}
				}
				FROM = { add_building = ca_town_1 }
			}
			if = {			# carpenter
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = forest
								terrain = jungle
								terrain = woods
							} 
						}
					}
					OR = {
						FROM = {
							location = { 
								TECH_CASTLE_CONSTRUCTION = 3
							} 
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CASTLE_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = ca_carpenter_1 }
			}
			if = {			# armourer
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = plains
								terrain = farmlands
								terrain = steppe
							} 
						}
					}
					OR = {
						FROM = {
							location = { 
								TECH_CASTLE_CONSTRUCTION = 3
							} 
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CASTLE_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = ca_armourer_1 }
			}
			if = {			# forge
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = hills
								terrain = mountain
							} 
						}
					}
					OR = {
						FROM = {
							location = { 
								TECH_CASTLE_CONSTRUCTION = 3
							} 
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CASTLE_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = ca_forge_1 }
			}
		}
	}
	
	











