namespace = BetterCaps


### HOLDING EVENTS

	character_event = { 		# on_settlement_construction_completed, adds some starter buildings 
		id = BetterCaps.302
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = {
			FROM = {
				holding_type = city
				OR = {
					ROOT = {	# the builder
						TECH_CONSTRUCTION = 5
					}
					location = {
						TECH_CONSTRUCTION = 2
						OR = { 
							TECH_TRADE_PRACTICES = 3
							TECH_RECRUITMENT = 3
							TECH_CITY_CONSTRUCTION = 2
							TECH_POPULAR_CUSTOMS = 3
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
				}
			}
		}
		
		option = {
			if = {			# market upgraded
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_TRADE_PRACTICES = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_TRADE_PRACTICES = 4
						}
					}
				}
				FROM = { add_building = ct_marketplace_2 }    
			}
			if = {			# market
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_TRADE_PRACTICES = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_TRADE_PRACTICES = 3
						}
					}
					FROM = {
						NOT = { has_building = ct_marketplace_2 }
					}
				}
				FROM = { add_building = ct_marketplace_1 }    
			}
			if = {			# training grounds
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_RECRUITMENT = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_RECRUITMENT = 3
						}
					}
				}
				FROM = { add_building = ct_training_grounds_1 } 
			}
			if = {			# walls
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_FORTIFICATIONS_CONSTRUCTION = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = ct_wall_1 } 
			}
			if = {			# brothel, popular customs higher than religious customs 
				limit = {
					OR = {
						FROM = {
							location = {
								OR = {
									AND = {
										TECH_POPULAR_CUSTOMS = 3
										TECH_RELIGIOUS_CUSTOMS < 3
									}
									AND = {
										TECH_POPULAR_CUSTOMS = 4
										TECH_RELIGIOUS_CUSTOMS < 4
									}
									AND = {
										TECH_POPULAR_CUSTOMS = 5
										TECH_RELIGIOUS_CUSTOMS < 5
									}
									AND = {
										TECH_POPULAR_CUSTOMS = 6
										TECH_RELIGIOUS_CUSTOMS < 6
									}
									AND = {
										TECH_POPULAR_CUSTOMS = 7
										TECH_RELIGIOUS_CUSTOMS < 7
									}
								}
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							OR = {
								AND = {
									TECH_POPULAR_CUSTOMS = 3
									TECH_RELIGIOUS_CUSTOMS < 3
								}
								AND = {
									TECH_POPULAR_CUSTOMS = 4
									TECH_RELIGIOUS_CUSTOMS < 4
								}
								AND = {
									TECH_POPULAR_CUSTOMS = 5
									TECH_RELIGIOUS_CUSTOMS < 5
								}
								AND = {
									TECH_POPULAR_CUSTOMS = 6
									TECH_RELIGIOUS_CUSTOMS < 6
								}
								AND = {
									TECH_POPULAR_CUSTOMS = 7
									TECH_RELIGIOUS_CUSTOMS < 7
								}
							}
						}
					}
				}
				FROM = { add_building = ct_brothel_1 } 
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								borders_lake = yes
								borders_major_river = yes
								port = yes
							}
							TECH_CITY_CONSTRUCTION = 2
						} 
					} 
					OR = {
						FROM = { 
							location = { 
								TECH_CITY_CONSTRUCTION = 2
							} 
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CITY_CONSTRUCTION = 2
						}
					}
				}
				FROM = { add_building = ct_fishery_1 }  	
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = farmlands
								terrain = marsh
							} 
							NOR = {
								borders_lake = yes
								borders_major_river = yes
								port = yes
							}
						} 
					} 
				}
				FROM = { add_building = ct_farmlands_1 }	
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = steppe
								terrain = plains
							} 
							NOR = {
								borders_lake = yes
								borders_major_river = yes
								port = yes
							}
						} 
					} 
				}
				FROM = { add_building = ct_pasture_1 }	
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = forest
								terrain = jungle
								terrain = woods 
							} 
							NOR = {
								borders_lake = yes
								borders_major_river = yes
								port = yes
							}
						} 
					} 
				}
				FROM = { add_building = ct_lumber_1 }	
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = hills
								terrain = mountain
							} 
							NOR = {
								borders_lake = yes
								borders_major_river = yes
								port = yes
							}
						} 
					} 
				}
				FROM = { add_building = ct_quarry_1 }	
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = desert
							} 
						}
					}
					OR = {
						FROM = {
							location = { 
								TECH_CITY_CONSTRUCTION = 4
							} 
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CITY_CONSTRUCTION = 4
						}
					}
				}
				FROM = { add_building = ct_qanat_1 }	
			}
		}
	}
	
	
		

	
### REPUBLIC EVENTS	
	
# mayor without a lifestyle trait gains a lifestyle trait 
	character_event = { 
		id = BetterCaps.201
		hide_window = yes
		
		mean_time_to_happen = {
			years = 50
			modifier = {			
				factor = 0.9	
				any_liege = { TECH_POPULAR_CUSTOMS = 3 }
			}
			modifier = {			
				factor = 0.8	
				any_liege = { TECH_POPULAR_CUSTOMS = 4 }
			}
			modifier = {			
				factor = 0.7	
				any_liege = { TECH_POPULAR_CUSTOMS = 5 }
			}
		}
		
		trigger = {
			ai = yes
			is_ruler = yes
			is_republic = yes
			is_merchant_republic = no
			lifestyle_traits < 1
			NOR = { 
				trait = faqih
				trait = gladiator
				trait = poet
				trait = shieldmaiden
			}
		}
		
		immediate = {
			random_list = {
				10 = {		# brothels
					add_trait = hedonist
				}
				5 = {
					if = {
						limit = { is_female = no }
						add_trait = seducer
					}
					if = {
						limit = { is_female = yes }
						add_trait = seductress
					}
				}
				5 = {
					add_trait = schemer
				}
				10 = {		# arenas
					add_trait = gamer
				}
				3 = {
					add_trait = duelist
				}
				3 = {
					add_trait = impaler
				}
				2 = {
					add_trait = hunter
				}
				2 = {
					add_trait = gladiator
				}
				10 = {		# theatres
					add_trait = poet
				}
				5 = {
					add_trait = socializer
				}
				5 = {
					if = {
						limit = { NOT = { religion_group = muslim } }
						add_trait = scholar
					}
					if = {
						limit = { religion_group = muslim }
						add_trait = faqih
					}
				}
				10 = {		# mansion 
					add_trait = administrator
				}
				5 = {
					add_trait = architect
				}
				3 = {
					add_trait = gardener
				}
				2 = {
					add_trait = strategist
				}
			}
		}
	}













