namespace = BetterCaps


# gain road network 1, dirt roads
	province_event = { 
		id = BetterCaps.101
		hide_window = yes
		
		trigger = {
			ROOT = {
				OR = {
					AND = {
						TECH_CONSTRUCTION >= 3
						TECH_CONSTRUCTION < 4
					}
					AND = {
						num_of_settlements == 5
					}
				}
				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 
				}
				NOT = { any_province_holding = { has_siege = yes } }
			}
		}
		
		immediate = {
			add_province_modifier = { 
				name = ca_road_network_1_modifier 
				duration = -1
			}
		}
	}
	
# gain road network 2, paved roads
	province_event = { 
		id = BetterCaps.102
		hide_window = yes
		
		trigger = {
			ROOT = {
				OR = {
					AND = {
						TECH_CONSTRUCTION >= 4
						TECH_CONSTRUCTION < 5
					}
					AND = {
						num_of_settlements == 6
					}
				}
				NOR = {  
					has_province_modifier = ca_road_network_2_modifier 
					has_province_modifier = ca_road_network_3_modifier 
				}
				NOT = { any_province_holding = { has_siege = yes } }
			}
		}
		
		immediate = {
			add_province_modifier = { 
				name = ca_road_network_2_modifier 
				duration = -1
			}
			if = {
				limit = { NOT = { has_global_flag = super_roads_flag } }
				remove_province_modifier = ca_road_network_1_modifier 
			}
		}
	}

# gain road network 3, highways
	province_event = { 
		id = BetterCaps.103
		hide_window = yes
		
		trigger = {
			ROOT = {
				OR = {
					TECH_CONSTRUCTION >= 5
					num_of_settlements == 7
				}
				NOR = {  
					has_province_modifier = ca_road_network_3_modifier 
				}
				NOT = { any_province_holding = { has_siege = yes } }
			}
		}
		
		immediate = {
			add_province_modifier = { 
				name = ca_road_network_3_modifier 
				duration = -1
			}
			if = {
				limit = { NOT = { has_global_flag = super_roads_flag } }
				remove_province_modifier = ca_road_network_1_modifier 
				remove_province_modifier = ca_road_network_2_modifier 
			}
		}
	}


# dirt road spreads
	character_event = { 
		id = BetterCaps.104
		hide_window = yes
		
		mean_time_to_happen = {
			years = 5
			modifier = {			
				factor = 0.9
				any_realm_province = {
					limit = { 
						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
						}
					}
					any_neighbor_province = { 
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_2_modifier
					}
				}
			}
			modifier = {			
				factor = 0.75	
				any_realm_province = {
					limit = { 
						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
						}
					}
					any_neighbor_province = {
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_3_modifier
					}
				}
			}
			modifier = {			
				factor = 0.9	
				realm_stewardship > 20
			}
			modifier = {			
				factor = 0.8	
				realm_stewardship > 25
			}
			modifier = {			
				factor = 0.7	
				realm_stewardship > 30
			}
			modifier = {	# slower if redirecting manpower		
				factor = 5
				war = yes
				has_raised_levies = ROOT
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 4
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 5
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 6
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 7
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 8
			}
		}
		
		trigger = {
			has_game_rule = { 
				name = afmbr_roadspread
				value = road_spread_realm
			}
			wealth >= 0
			monthly_income >= 0
			any_realm_province = { TECH_CONSTRUCTION >= 3 }
			any_realm_province = {
				OR = {
					TECH_CONSTRUCTION >= 1
					num_of_settlements >= 1
				}
				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 
				}
				any_neighbor_province = { 
					OR = {
						owner = { any_liege = { character = ROOT } }
						owner = { liege = { character = ROOT } }
					}
					OR = {
						has_province_modifier = ca_road_network_1_modifier
						has_province_modifier = ca_road_network_2_modifier
						has_province_modifier = ca_road_network_3_modifier 
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
			}	
		}
		
		immediate = {
			any_realm_province = { 
				limit = {
					OR = {
						TECH_CONSTRUCTION >= 1
						num_of_settlements >= 1
					}
					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 
					}
					any_neighbor_province = { 
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						OR = {
							has_province_modifier = ca_road_network_1_modifier
							has_province_modifier = ca_road_network_2_modifier
							has_province_modifier = ca_road_network_3_modifier 
						}
						NOT = { any_province_holding = { has_siege = yes } }
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
				random_list = {
					25 = {		# good terrain, no obstructions
						trigger = { 
							location = {
								OR = {
									terrain = hills
									terrain = plains
									terrain = farmlands
									terrain = steppe
									OR = {
										trade_route = silk_road
										trade_route = trans_saharan_trade_route
										port = yes
										borders_major_river = yes
									}
								}
							}
						}
						add_province_modifier = { 
							name = ca_road_network_1_modifier 
							duration = -1
						}
					}
					10 = {		# good terrain, but with obstructions
						trigger = { 
							location = {
								OR = {
									terrain = forest
									terrain = jungle
									terrain = woods
								}
								NOR = {
									trade_route = silk_road
									trade_route = trans_saharan_trade_route
								}
							}
						}
						add_province_modifier = { 
							name = ca_road_network_1_modifier 
							duration = -1
						}
					}
					5 = {		# hazardous terrain
						trigger = { 
							location = {
								OR = {
									terrain = mountain
									terrain = desert
									terrain = arctic
									terrain = marsh
									has_province_modifier = heretic_stronghold
									has_province_modifier = thieves_guild 
									has_province_modifier = smugglers_ring  
									has_province_modifier = highway_robber_band  
								}
								NOR = {
									trade_route = silk_road
									trade_route = trans_saharan_trade_route
								}
							}
						}
						add_province_modifier = { 
							name = ca_road_network_1_modifier 
							duration = -1
						}
					}					
					5 = {
						# no spread 
					}
				}
			}
		}
	}

# paved road spreads
	character_event = { 
		id = BetterCaps.105
		hide_window = yes
		
		mean_time_to_happen = {
			years = 5
			modifier = {			
				factor = 0.9
				any_realm_province = {
					limit = { 
						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
						}
					}
					any_neighbor_province = { 
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_3_modifier
					}
				}
			}
			modifier = {			
				factor = 0.9	
				realm_stewardship > 20
			}
			modifier = {			
				factor = 0.8	
				realm_stewardship > 25
			}
			modifier = {			
				factor = 0.7	
				realm_stewardship > 30
			}
			modifier = {	# slower if redirecting manpower		
				factor = 5
				war = yes
				has_raised_levies = ROOT
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 5
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 6
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 7
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 8
			}
		}
		
		trigger = {
			has_game_rule = { 
				name = afmbr_roadspread
				value = road_spread_realm
			}
			wealth >= 0
			monthly_income >= 2
			any_realm_province = { TECH_CONSTRUCTION >= 4 }
			any_realm_province = {
				OR = {
					TECH_CONSTRUCTION >= 2
					num_of_settlements >= 2
				}
				has_province_modifier = ca_road_network_1_modifier
				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 
				}
				any_neighbor_province = { 
					OR = {
						owner = { any_liege = { character = ROOT } }
						owner = { liege = { character = ROOT } }
					}
					OR = {
					#	has_province_modifier = ca_road_network_1_modifier
						has_province_modifier = ca_road_network_2_modifier
						has_province_modifier = ca_road_network_3_modifier 
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
			}	
		}
		
		immediate = {
			any_realm_province = { 
				limit = {
					OR = {
						TECH_CONSTRUCTION >= 2
						num_of_settlements >= 2
					}
					has_province_modifier = ca_road_network_1_modifier
					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 
					}
					any_neighbor_province = { 	
						OR = {
							owner = { any_liege = { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						OR = {
						#	has_province_modifier = ca_road_network_1_modifier
							has_province_modifier = ca_road_network_2_modifier
							has_province_modifier = ca_road_network_3_modifier 
						}
						NOT = { any_province_holding = { has_siege = yes } }
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
				random_list = {
					25 = {		# good terrain, no obstructions
						trigger = { 
							location = {
								OR = {
									terrain = hills
									terrain = plains
									terrain = farmlands
									terrain = steppe
									OR = {
										trade_route = silk_road
										trade_route = trans_saharan_trade_route
										port = yes
										borders_major_river = yes
									} 
								}
							}
						}
						remove_province_modifier = ca_road_network_1_modifier 
						add_province_modifier = { 
							name = ca_road_network_2_modifier 
							duration = -1
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
						}
					}
					10 = {		# good terrain, but with obstructions
						trigger = { 
							location = {
								OR = {
									terrain = forest
									terrain = jungle
									terrain = woods
								}
								NOR = {
									trade_route = silk_road
									trade_route = trans_saharan_trade_route
								}
							}
						}
						remove_province_modifier = ca_road_network_1_modifier 
						add_province_modifier = { 
							name = ca_road_network_2_modifier 
							duration = -1
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
						}
					}
					5 = {		# hazardous terrain
						trigger = { 
							location = {
								OR = {
									terrain = mountain
									terrain = desert
									terrain = arctic
									terrain = marsh
									has_province_modifier = heretic_stronghold
									has_province_modifier = thieves_guild 
									has_province_modifier = smugglers_ring  
									has_province_modifier = highway_robber_band  
								}
								NOR = {
									trade_route = silk_road
									trade_route = trans_saharan_trade_route
								}
							}
						}
						remove_province_modifier = ca_road_network_1_modifier 
						add_province_modifier = { 
							name = ca_road_network_2_modifier 
							duration = -1
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
						}
					}	
					10 = {
						# no spread 
					}
				}
			}
		}
	}
	
# highway spreads (no difficult terrain /// coastal /// trade route /// no trade DLCs)
	character_event = { 
		id = BetterCaps.106
		hide_window = yes
		
		mean_time_to_happen = {
			years = 5
			modifier = {			
				factor = 0.9	
				realm_stewardship > 20
			}
			modifier = {			
				factor = 0.8	
				realm_stewardship > 25
			}
			modifier = {			
				factor = 0.7	
				realm_stewardship > 30
			}
			modifier = {	# slower if redirecting manpower		
				factor = 5
				war = yes
				has_raised_levies = ROOT
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 6
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 7
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 8
			}
			modifier = {			
				factor = 0.9
				any_realm_province = {
					any_neighbor_province = { 
						count >= 2
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_3_modifier
					}
				}
			}
			modifier = {			
				factor = 0.8
				any_realm_province = {
					any_neighbor_province = { 
						count >= 3
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_3_modifier
					}
				}
			}
		}
		
		trigger = {
			has_game_rule = { 
				name = afmbr_roadspread
				value = road_spread_realm
			}
			wealth >= 0
			monthly_income >= 5
			any_realm_province = { TECH_CONSTRUCTION >= 5 }
			any_realm_province = {
				OR = {
					TECH_CONSTRUCTION >= 3
					num_of_settlements >= 3
				}
				has_province_modifier = ca_road_network_2_modifier
				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 
				}
				OR = {
					NOR = {
						terrain = mountain
						terrain = desert
						terrain = arctic
						terrain = marsh
					}
					OR = {	# already covered by previous events
						trade_route = silk_road
						trade_route = trans_saharan_trade_route
						port = yes
						borders_major_river = yes
					}
					NOR = {		# won't have trade routes
						has_dlc = "Horse Lords"
						has_dlc = "Jade Dragon"
					}
				}
				any_neighbor_province = { 
					OR = {
						owner = { any_liege = { character = ROOT } }
						owner = { liege = { character = ROOT } }
					}
					OR = {
					#	has_province_modifier = ca_road_network_1_modifier
					#	has_province_modifier = ca_road_network_2_modifier
						has_province_modifier = ca_road_network_3_modifier 
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
			}	
		}
		
		immediate = {
			any_realm_province = {
				limit = {
					OR = {
						TECH_CONSTRUCTION >= 3
						num_of_settlements >= 3
					}
					has_province_modifier = ca_road_network_2_modifier
					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 
					}
					any_neighbor_province = { 
						OR = {
							owner = { any_liege = { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						OR = {
						#	has_province_modifier = ca_road_network_1_modifier
						#	has_province_modifier = ca_road_network_2_modifier
							has_province_modifier = ca_road_network_3_modifier 
						}
						NOT = { any_province_holding = { has_siege = yes } }
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
				random_list = {
					25 = {		# good terrain, no obstructions, or trade route
						trigger = { 
							location = {
								OR = {
									terrain = hills
									terrain = plains
									terrain = farmlands
									terrain = steppe
									OR = {
										trade_route = silk_road
										trade_route = trans_saharan_trade_route
										port = yes
										borders_major_river = yes
									}
								}
							}
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
							remove_province_modifier = ca_road_network_2_modifier 
						}
						add_province_modifier = { 
							name = ca_road_network_3_modifier 
							duration = -1
						}
					}
					10 = {		# good terrain, but with obstructions
						trigger = { 
							location = {
								OR = {
									terrain = forest
									terrain = jungle
									terrain = woods
								}
								NOR = {
									trade_route = silk_road
									trade_route = trans_saharan_trade_route
								}
							}
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
							remove_province_modifier = ca_road_network_2_modifier 
						}
						add_province_modifier = { 
							name = ca_road_network_3_modifier 
							duration = -1
						}
					}
		#			5 = {		# hazardous terrain - won't spread unless 6 construction
		#				trigger = { 
		#					location = {
		#						OR = {
		#							terrain = mountain
		#							terrain = desert
		#							terrain = arctic
		#							terrain = marsh
		#							has_province_modifier = heretic_stronghold
		#							has_province_modifier = thieves_guild 
		#							has_province_modifier = smugglers_ring  
		#							has_province_modifier = highway_robber_band  
		#						}
		#						NOR = {
		#							trade_route = silk_road
		#							trade_route = trans_saharan_trade_route
		#						}
		#					}
		#				}
		#				if = {
		#					limit = { NOT = { has_global_flag = super_roads_flag } }
		#					remove_province_modifier = ca_road_network_1_modifier 
		#					remove_province_modifier = ca_road_network_2_modifier 
		#				}
		#				add_province_modifier = { 
		#					name = ca_road_network_3_modifier 
		#					duration = -1
		#				}
		#			}
					5 = {		# hazardous terrain - doesn't have trade route DLCs
						trigger = { 
							location = {
								OR = {
									terrain = mountain
									terrain = desert
									terrain = arctic
									terrain = marsh
									has_province_modifier = heretic_stronghold
									has_province_modifier = thieves_guild 
									has_province_modifier = smugglers_ring  
									has_province_modifier = highway_robber_band  
								}
								NOR = {		# won't have trade routes
									has_dlc = "Horse Lords"
									has_dlc = "Jade Dragon"
								}
							}
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
							remove_province_modifier = ca_road_network_2_modifier 
						}
						add_province_modifier = { 
							name = ca_road_network_3_modifier 
							duration = -1
						}
					}
					15 = {
						# no spread 
					}
				}
			}
		}
	}
	
# highway spreads (with difficult terrain, without trade route (already covered))
	character_event = { 
		id = BetterCaps.1065
		hide_window = yes
		
		mean_time_to_happen = {
			years = 5
			modifier = {			
				factor = 0.9	
				realm_stewardship > 20
			}
			modifier = {			
				factor = 0.8	
				realm_stewardship > 25
			}
			modifier = {			
				factor = 0.7	
				realm_stewardship > 30
			}
			modifier = {	# slower if redirecting manpower		
				factor = 5
				war = yes
				has_raised_levies = ROOT
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 7
			}
			modifier = {			
				factor = 0.8
				TECH_CONSTRUCTION = 8
			}
			modifier = {			
				factor = 0.9
				any_realm_province = {
					any_neighbor_province = { 
						count >= 2
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_3_modifier
					}
				}
			}
			modifier = {			
				factor = 0.8
				any_realm_province = {
					any_neighbor_province = { 
						count >= 3
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						has_province_modifier = ca_road_network_3_modifier
					}
				}
			}
		}
		
		trigger = {
			has_game_rule = { 
				name = afmbr_roadspread
				value = road_spread_realm
			}
			wealth >= 0
			monthly_income >= 5
			any_realm_province = { TECH_CONSTRUCTION >= 6 }
			any_realm_province = {
				OR = {
					TECH_CONSTRUCTION >= 3
					num_of_settlements >= 3
				}
				has_province_modifier = ca_road_network_2_modifier
				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 
				}
				NOR = {
					trade_route = silk_road
					trade_route = trans_saharan_trade_route
				}
				any_neighbor_province = { 
					OR = {
						owner = { any_liege = { character = ROOT } }
						owner = { liege = { character = ROOT } }
					}
					OR = {
					#	has_province_modifier = ca_road_network_1_modifier
					#	has_province_modifier = ca_road_network_2_modifier
						has_province_modifier = ca_road_network_3_modifier 
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
			}	
		}
		
		immediate = {
			any_realm_province = {
				limit = {
					OR = {
						TECH_CONSTRUCTION >= 3
						num_of_settlements >= 3
					}
					has_province_modifier = ca_road_network_2_modifier
					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 
					}
					NOR = {
						trade_route = silk_road
						trade_route = trans_saharan_trade_route
					}
					any_neighbor_province = { 
						OR = {
							owner = { any_liege = { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						OR = {
						#	has_province_modifier = ca_road_network_1_modifier
						#	has_province_modifier = ca_road_network_2_modifier
							has_province_modifier = ca_road_network_3_modifier 
						}
						NOT = { any_province_holding = { has_siege = yes } }
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
				random_list = {
					5 = {		# hazardous terrain
						trigger = { 
							location = {
								OR = {
									terrain = mountain
									terrain = desert
									terrain = arctic
									terrain = marsh
									has_province_modifier = heretic_stronghold
									has_province_modifier = thieves_guild 
									has_province_modifier = smugglers_ring  
									has_province_modifier = highway_robber_band  
								}
								NOR = {
									trade_route = silk_road
									trade_route = trans_saharan_trade_route
								}
							}
						}
						if = {
							limit = { NOT = { has_global_flag = super_roads_flag } }
							remove_province_modifier = ca_road_network_1_modifier 
							remove_province_modifier = ca_road_network_2_modifier 
						}
						add_province_modifier = { 
							name = ca_road_network_3_modifier 
							duration = -1
						}
					}					
					35 = {
						# no spread 
					}
				}
			}
		}
	}
	
# dirt road spreads if adjacent to paved road or highway - SPLASH
	character_event = { 
		id = BetterCaps.107
		hide_window = yes
		
		mean_time_to_happen = {
			years = 5
			modifier = {			
				factor = 0.9	
				realm_stewardship > 20
			}
			modifier = {			
				factor = 0.8	
				realm_stewardship > 25
			}
			modifier = {			
				factor = 0.7	
				realm_stewardship > 30
			}
			modifier = {	# slower if redirecting manpower		
				factor = 5
				war = yes
				has_raised_levies = ROOT
			}
		}
		
		trigger = {
			has_game_rule = { 
				name = afmbr_roadspread
				value = road_spread_splash
			}
			wealth >= 0
			monthly_income >= 2
			any_realm_province = {
				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 
				}
				any_neighbor_province = { 
					OR = {
						owner = { any_liege = { character = ROOT } }
						owner = { liege = { character = ROOT } }
					}
					OR = {
						has_province_modifier = ca_road_network_2_modifier
						has_province_modifier = ca_road_network_3_modifier 
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
			}	
		}
		
		immediate = {
			any_realm_province = { 
				limit = {
					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 
					}
					any_neighbor_province = { 
						OR = {
							owner = { any_liege= { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						OR = {
							has_province_modifier = ca_road_network_2_modifier
							has_province_modifier = ca_road_network_3_modifier 
						}
						NOT = { any_province_holding = { has_siege = yes } }
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
				random_list = {
					25 = {		# good terrain, no obstructions
						trigger = { 
							location = {
								OR = {
									terrain = hills
									terrain = plains
									terrain = farmlands
									terrain = steppe
									NOR = { 
										terrain = forest
										terrain = woods
										terrain = jungle
										terrain = mountain
										terrain = desert
										terrain = arctic
										terrain = marsh
									}
								}
							}
						}
						add_province_modifier = { 
							name = ca_road_network_1_modifier 
							duration = -1
						}
					}
					10 = {		# good terrain, but with obstructions
						trigger = { 
							location = {
								OR = {
									terrain = forest
									terrain = jungle
									terrain = woods
								}
							}
						}
						add_province_modifier = { 
							name = ca_road_network_1_modifier 
							duration = -1
						}
					}
					5 = {		# hazardous terrain
						trigger = { 
							location = {
								OR = {
									terrain = mountain
									terrain = desert
									terrain = arctic
									terrain = marsh
									has_province_modifier = heretic_stronghold
									has_province_modifier = thieves_guild 
									has_province_modifier = smugglers_ring  
									has_province_modifier = highway_robber_band  
								}
							}
						}
						add_province_modifier = { 
							name = ca_road_network_1_modifier 
							duration = -1
						}
					}					
					5 = {
						# no spread 
					}
				}
			}
		}
	}

# paved road spreads if adjacent to highway - SPLASH
	character_event = { 
		id = BetterCaps.108
		hide_window = yes
		
		mean_time_to_happen = {
			years = 5
			modifier = {			
				factor = 0.9	
				realm_stewardship > 20
			}
			modifier = {			
				factor = 0.8	
				realm_stewardship > 25
			}
			modifier = {			
				factor = 0.7	
				realm_stewardship > 30
			}
			modifier = {	# slower if redirecting manpower		
				factor = 5
				war = yes
				has_raised_levies = ROOT
			}
		}
		
		trigger = {
			has_game_rule = { 
				name = afmbr_roadspread
				value = road_spread_splash
			}
			wealth >= 0
			monthly_income >= 5
			any_realm_province = {
				has_province_modifier = ca_road_network_1_modifier
				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 
				}
				any_neighbor_province = { 
					OR = {
						owner = { any_liege = { character = ROOT } }
						owner = { liege = { character = ROOT } }
					}
					OR = {
						has_province_modifier = ca_road_network_3_modifier 
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
			}	
		}
		
		immediate = {
			any_realm_province = { 
				limit = {
					has_province_modifier = ca_road_network_1_modifier
					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 
					}
					any_neighbor_province = { 	
						OR = {
							owner = { any_liege = { character = ROOT } }
							owner = { liege = { character = ROOT } }
						}
						OR = {
							has_province_modifier = ca_road_network_3_modifier 
						}
						NOT = { any_province_holding = { has_siege = yes } }
					}
					NOT = { any_province_holding = { has_siege = yes } }
				}
				random_list = {
					25 = {		# good terrain, no obstructions
						trigger = { 
							location = {
								OR = {
									terrain = hills
									terrain = plains
									terrain = farmlands
									terrain = steppe
									NOR = { 
										terrain = forest
										terrain = woods
										terrain = jungle
										terrain = mountain
										terrain = desert
										terrain = arctic
										terrain = marsh
									}
								}
							}
						}
						remove_province_modifier = ca_road_network_1_modifier 
						add_province_modifier = { 
							name = ca_road_network_2_modifier 
							duration = -1
						}
					}
					10 = {		# good terrain, but with obstructions
						trigger = { 
							location = {
								OR = {
									terrain = forest
									terrain = jungle
									terrain = woods
								}
							}
						}
						remove_province_modifier = ca_road_network_1_modifier 
						add_province_modifier = { 
							name = ca_road_network_2_modifier 
							duration = -1
						}
					}
					5 = {		# hazardous terrain
						trigger = { 
							location = {
								OR = {
									terrain = mountain
									terrain = desert
									terrain = arctic
									terrain = marsh
									has_province_modifier = heretic_stronghold
									has_province_modifier = thieves_guild 
									has_province_modifier = smugglers_ring  
									has_province_modifier = highway_robber_band  
								}
							}
						}
						remove_province_modifier = ca_road_network_1_modifier 
						add_province_modifier = { 
							name = ca_road_network_2_modifier 
							duration = -1
						}
					}					
					10 = {
						# no spread 
					}
				}
			}
		}
	}

# trigger super roads 
	character_event = { 
		id = BetterCaps.997
		hide_window = yes
		
		is_triggered_only = yes
		
		immediate = {	
			if = { 
				limit = { NOT = { has_global_flag = super_roads_flag } }
				set_global_flag = super_roads_flag
			}
		}
	}
	
# super roads happens if not happening already 
	character_event = { 
		id = BetterCaps.9975
		hide_window = yes
		
		trigger = {
			has_global_flag = super_roads_flag
			independent = yes
			OR = {
				any_realm_province = {
					has_province_modifier = ca_road_network_3_modifier 
					NOT = { has_province_modifier = ca_road_network_2_modifier } 
				}
				any_realm_province = {
					has_province_modifier = ca_road_network_2_modifier 
					NOT = { has_province_modifier = ca_road_network_1_modifier } 
				}
			}
		}
		
		immediate = {	
			any_realm_province = {
				limit = { has_province_modifier = ca_road_network_3_modifier }
				add_province_modifier = { 
					name = ca_road_network_2_modifier 
					duration = -1
				}
			}
			any_realm_province = {
				limit = { has_province_modifier = ca_road_network_2_modifier }
				add_province_modifier = { 
					name = ca_road_network_1_modifier 
					duration = -1
				}
			}
		}
	}

# remove all roads, resets the system for debug
	character_event = { 
		id = BetterCaps.998
		hide_window = yes
		
		is_triggered_only = yes
		
		immediate = {
			any_realm_province = {
				remove_province_modifier = ca_road_network_1_modifier 
				remove_province_modifier = ca_road_network_2_modifier 
				remove_province_modifier = ca_road_network_3_modifier 
			}
			any_independent_ruler = {
				limit = {
					any_realm_province = {
						OR = {
							has_province_modifier = ca_road_network_1_modifier
							has_province_modifier = ca_road_network_2_modifier
							has_province_modifier = ca_road_network_3_modifier
						}
					}
				}
				character_event = { id = BetterCaps.998 }
			}
		}
	}
	
# trigger road spread quickly
	character_event = { 
		id = BetterCaps.999
		hide_window = yes
		
		is_triggered_only = yes
		
		immediate = {
			character_event = { id = BetterCaps.104 }	# dirt roads
			character_event = { id = BetterCaps.104 }
			character_event = { id = BetterCaps.104 }
			character_event = { id = BetterCaps.104 }
			character_event = { id = BetterCaps.104 }
			character_event = { id = BetterCaps.105 }	# paved roads
			character_event = { id = BetterCaps.105 }
			character_event = { id = BetterCaps.105 }
			character_event = { id = BetterCaps.105 }
			character_event = { id = BetterCaps.106 }	# highways
			character_event = { id = BetterCaps.106 }
			character_event = { id = BetterCaps.106 }
			character_event = { id = BetterCaps.106 }
			character_event = { id = BetterCaps.1065 }	# bad terrain highways
			character_event = { id = BetterCaps.1065 }
			character_event = { id = BetterCaps.1065 }
			character_event = { id = BetterCaps.1065 }
		}
	}
	
	
	

