namespace = BetterCaps


### HOLDING EVENTS

	character_event = { 		# on_settlement_construction_completed, adds some starter buildings 
		id = BetterCaps.303
		hide_window = yes
		
		is_triggered_only = yes
		
		trigger = {
			FROM = {
				holding_type = temple
				OR = {
					ROOT = {	# the builder
						TECH_CONSTRUCTION = 5
					}
					location = {
						TECH_CONSTRUCTION = 2
						OR = { 
							TECH_RELIGIOUS_CUSTOMS = 3
							TECH_TRADE_PRACTICES = 3
							TECH_CITY_CONSTRUCTION = 3
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
				}
			}
		}
			
		option = {
			if = {			# monastery upgrade
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_RELIGIOUS_CUSTOMS = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_RELIGIOUS_CUSTOMS = 4
						}
					}
				}
				FROM = { add_building = tp_monastery_2 }	
			}
			if = {			# monastery 
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_RELIGIOUS_CUSTOMS = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_RELIGIOUS_CUSTOMS = 3
						}
					}
					FROM = {
						NOT = { has_building = tp_monastery_2 }
					}
				}
				FROM = { add_building = tp_monastery_1 }	
			}
			if = {			# walls
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_FORTIFICATIONS_CONSTRUCTION = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = tp_wall_1 } 
			}
			if = {			# town
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_TRADE_PRACTICES = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_TRADE_PRACTICES = 3
						}
					}
				}
				FROM = { add_building = tp_town_1 } 
			}
			if = {			# school
				limit = {
					OR = {
						FROM = {
							location = {
								TECH_RELIGIOUS_CUSTOMS = 4
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_RELIGIOUS_CUSTOMS = 4
						}
					}
				}
				FROM = { add_building = tp_school_1 } 
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = farmlands
								terrain = plains
								terrain = steppe
							} 
						} 
					}
					OR = {
						FROM = {
							location = {
								TECH_CITY_CONSTRUCTION = 2
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CITY_CONSTRUCTION = 2
						}
					}
				}
				FROM = { add_building = tp_apiary_1 }  
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = forest
								terrain = jungle
								terrain = woods
								terrain = marsh
							} 
						} 
					}
					OR = {
						FROM = {
							location = {
								TECH_CITY_CONSTRUCTION = 2
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CITY_CONSTRUCTION = 2
						}
					}
				}
				FROM = { add_building = tp_sacred_grove_1 }  
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = mountain
							} 
						} 
					}
					OR = {
						FROM = {
							location = {
								TECH_FORTIFICATIONS_CONSTRUCTION = 3
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_FORTIFICATIONS_CONSTRUCTION = 3
						}
					}
				}
				FROM = { add_building = tp_retreat_1 }  
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = hills
							} 
						} 
					}
					OR = {
						FROM = {
							location = {
								TECH_CITY_CONSTRUCTION = 2
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CITY_CONSTRUCTION = 2
						}
					}
				}
				FROM = { add_building = tp_goatherd_1 }  
			}
			if = { 
				limit = {
					FROM = { 
						location = { 
							OR = {
								terrain = desert
							} 
						} 
					}
					OR = {
						FROM = {
							location = {
								TECH_CITY_CONSTRUCTION = 2
							}
						}
						ROOT = {
							TECH_CONSTRUCTION = 5
							TECH_CITY_CONSTRUCTION = 2
						}
					}
				}
				FROM = { add_building = tp_water_garden_1 }  
			}
		}
	}		
			
			











