#events that set what planet is which, currently random.

namespace = planet_survey

#initialize military settlements
character_event = {
	id = planet_survey.1
	
	only_rulers = yes
	hide_window = yes # This is a background event
	
	trigger = {
		any_demesne_title = {
			tier = baron
			holding_type = castle
			NOT = { has_building = ca_environment_0 }
		}
	}
	
	mean_time_to_happen = {
		days = 1
	}
	
	immediate = {
		any_demesne_title = {
			limit = {
				tier = baron
				holding_type = castle
				NOT = { has_building = ca_environment_0 }
			}
			
			# Initialize Environment
			add_building = ca_environment_0
			random_list = {
				80 = { }
				40 = {
					add_building = ca_environment_1
				}
				20 = {
					add_building = ca_environment_1
					add_building = ca_environment_2
				}
				10 = {
					add_building = ca_environment_1
					add_building = ca_environment_2
					add_building = ca_environment_3
				}
			}
			
			# Initialize Energy
			add_building = ca_energy_0
			add_building = ca_energy_1
			random_list = {
				40 = {
				}
				30 = {
					add_building = ca_energy_2
				}
				20 = {
					add_building = ca_energy_2
					add_building = ca_energy_3
				}
				10 = {
					add_building = ca_energy_2
					add_building = ca_energy_3
					add_building = ca_energy_4
				}
			}
			
			# Initialize Materials
			add_building = ca_materials_0
			add_building = ca_materials_1
			random_list = {
				10 = {
				}
				10 = {
					add_building = ca_materials_2
				}
				10 = {
					add_building = ca_materials_2
					add_building = ca_materials_3
				}
				10 = {
					add_building = ca_materials_2
					add_building = ca_materials_3
					add_building = ca_materials_4
				}
			}
		}
	}
	
	option = {
		name = "OK"
	}
}

#initialize economic settlements
character_event = {
	id = planet_survey.2
	
	hide_window = yes # This is a background event
	
	trigger = {
		any_demesne_title = {
			is_patrician = no
			tier = baron
			holding_type = city
			NOT = { has_building = ct_environment_0 }
		}
	}
		
	mean_time_to_happen = {
		days = 1
	}
	
	immediate = {
		any_demesne_title = {
			limit = {
				tier = baron
				holding_type = city
				NOT = { has_building = ct_environment_0 }
			}
			
			# Initialize Environment
			add_building = ct_environment_0
			random_list = {
				50 = { }
				40 = {
					add_building = ct_environment_1
				}
				30 = {
					add_building = ct_environment_1
					add_building = ct_environment_2
				}
				20 = {
					add_building = ct_environment_1
					add_building = ct_environment_2
					add_building = ct_environment_3
				}
			}
			
			# Initialize Energy
			add_building = ct_energy_0
			add_building = ct_energy_1
			random_list = {
				40 = {
				}
				30 = {
					add_building = ct_energy_2
				}
				20 = {
					add_building = ct_energy_2
					add_building = ct_energy_3
				}
				10 = {
					add_building = ct_energy_2
					add_building = ct_energy_3
					add_building = ct_energy_4
				}
			}
			
			# Initialize Materials
			add_building = ct_materials_0
			add_building = ct_materials_1
			random_list = {
				40 = {
				}
				30 = {
					add_building = ct_materials_2
				}
				20 = {
					add_building = ct_materials_2
					add_building = ct_materials_3
				}
				10 = {
					add_building = ct_materials_2
					add_building = ct_materials_3
					add_building = ct_materials_4
				}
			}
		}
	}
	
	option = {
		name = "OK"
	}
}

#initialize scientific settlements
character_event = {
	id = planet_survey.3
	
	hide_window = yes # This is a background event
	
	trigger = {
		any_demesne_title = {
			is_patrician = no
			holding_type = temple
			NOT = { has_building = tp_environment_0 }
		}
	}
		
	mean_time_to_happen = {
		days = 1
	}
	
	immediate = {
		any_demesne_title = {
			limit = {
				tier = baron
				holding_type = temple
				NOT = { has_building = tp_environment_0 }
			}
			
			# Initialize Environment
			add_building = tp_environment_0
			random_list = {
				80 = { }
				40 = {
					add_building = tp_environment_1
				}
				20 = {
					add_building = tp_environment_1
					add_building = tp_environment_2
				}
				10 = {
					add_building = tp_environment_1
					add_building = tp_environment_2
					add_building = tp_environment_3
				}
			}
			
			# Initialize Energy
			add_building = tp_energy_0
			add_building = tp_energy_1
			random_list = {
				10 = {
				}
				10 = {
					add_building = tp_energy_2
				}
				10 = {
					add_building = tp_energy_2
					add_building = tp_energy_3
				}
				10 = {
					add_building = tp_energy_2
					add_building = tp_energy_3
					add_building = tp_energy_4
				}
			}
			
			# Initialize Materials
			add_building = tp_materials_0
			add_building = tp_materials_1
			random_list = {
				40 = {
				}
				30 = {
					add_building = tp_materials_2
				}
				20 = {
					add_building = tp_materials_2
					add_building = tp_materials_3
				}
				10 = {
					add_building = tp_materials_2
					add_building = tp_materials_3
					add_building = tp_materials_4
				}
			}
		}
	}
	
	option = {
		name = "OK"
	}
}