#################################################################
#### Gebudeevents by flogi
#################################################################

namespace = flogi_hauptstadt

#Diplomatie
character_event = {
	id = flogi_hauptstadt.1
	desc = EVTDESCGEB1
	picture = GFX_evt_Ruler_listening_to_supplicant
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_3_1
		has_building = ha_geb_stad_3_1
		has_building = ha_geb_trib_3_1

			}
		}

		NOT = { has_character_flag = diplo1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_3_1
					duration = -1
				}
		set_character_flag = diplo1
	}
}

#Diplomatie
character_event = {
	id = flogi_hauptstadt.2
	desc = EVTDESCGEB1
	picture = GFX_evt_Ruler_listening_to_supplicant
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_3_2
		has_building = ha_geb_stad_3_2

			}
		}

		NOT = { has_character_flag = diplo2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_3_2
					duration = -1
				}
		remove_character_modifier = gebude_3_1
		set_character_flag = diplo2
	}
}

#Diplomatie 
character_event = {
	id = flogi_hauptstadt.3
	desc = EVTDESCGEB1
	picture = GFX_evt_Ruler_listening_to_supplicant
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_3_3
		has_building = ha_geb_stad_3_3

			}
		}

		NOT = { has_character_flag = diplo3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_3_3
					duration = -1
				}
		remove_character_modifier = gebude_3_2
		set_character_flag = diplo3
	}
}


# Militr
character_event = {
	id = flogi_hauptstadt.4
	desc = EVTDESCGEB3
	picture = GFX_evt_battle_scene
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_4_1
		has_building = ha_geb_stad_4_1
		has_building = ha_geb_trib_4_1

			}
		}

		NOT = { has_character_flag = mil1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_4_1
					duration = -1
				}
		set_character_flag = mil1
	}
}

# Militr
character_event = {
	id = flogi_hauptstadt.5
	desc = EVTDESCGEB3
	picture = GFX_evt_battle_scene
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_4_2
		has_building = ha_geb_stad_4_2

			}
		}

		NOT = { has_character_flag = mil2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_4_2
					duration = -1
				}
		remove_character_modifier = gebude_4_1
		set_character_flag = mil2
	}
}

# Militr
character_event = {
	id = flogi_hauptstadt.6
	desc = EVTDESCGEB3
	picture = GFX_evt_battle_scene
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_4_3
		has_building = ha_geb_stad_4_3

			}
		}

		NOT = { has_character_flag = mil3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_4_3
					duration = -1
				}
		remove_character_modifier = gebude_4_2
		set_character_flag = mil3
	}
}

# Verwaltung
character_event = {
	id = flogi_hauptstadt.7
	desc = EVTDESCGEB4
	picture = GFX_evt_Market
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_5_1
		has_building = ha_geb_stad_5_1
		has_building = ha_geb_trib_5_1

			}
		}

		NOT = { has_character_flag = verw1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_5_1
					duration = -1
				}
		set_character_flag = verw1
	}
}

# Verwaltung
character_event = {
	id = flogi_hauptstadt.8
	desc = EVTDESCGEB4
	picture = GFX_evt_Market
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_5_2
		has_building = ha_geb_stad_5_2

			}
		}

		NOT = { has_character_flag = verw2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_5_2
					duration = -1
				}
		remove_character_modifier = gebude_5_1
		set_character_flag = verw2
	}
}

# Verwaltung
character_event = {
	id = flogi_hauptstadt.9
	desc = EVTDESCGEB4
	picture = GFX_evt_Market
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_5_3
		has_building = ha_geb_stad_5_3

			}
		}

		NOT = { has_character_flag = verw3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_5_3
					duration = -1
				}
		remove_character_modifier = gebude_5_2
		set_character_flag = verw3
	}
}

# Intrige
character_event = {
	id = flogi_hauptstadt.10
	desc = EVTDESCGEB5
	picture = GFX_evt_Shadow
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_11_1
		has_building = ha_geb_stad_11_1
		has_building = ha_geb_trib_11_1

			}
		}

		NOT = { has_character_flag = intri1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_6_1
					duration = -1
				}
		set_character_flag = intri1
	}
}

# Intrige
character_event = {
	id = flogi_hauptstadt.11
	desc = EVTDESCGEB5
	picture = GFX_evt_Shadow
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_11_2
		has_building = ha_geb_stad_11_2

			}
		}

		NOT = { has_character_flag = intri2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_6_2
					duration = -1
				}
		remove_character_modifier = gebude_6_1
		set_character_flag = intri2
	}
}

# Intrige
character_event = {
	id = flogi_hauptstadt.12
	desc = EVTDESCGEB5
	picture = GFX_evt_Shadow
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_11_3
		has_building = ha_geb_stad_11_3

			}
		}

		NOT = { has_character_flag = intri3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_6_3
					duration = -1
				}
		remove_character_modifier = gebude_6_2
		set_character_flag = intri3
	}
}

# Bildung
character_event = {
	id = flogi_hauptstadt.13
	desc = EVTDESCGEB6
	picture = GFX_evt_Character_reading_library
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_6_1
		has_building = ha_geb_stad_6_1
		has_building = ha_geb_trib_6_1

			}
		}

		NOT = { has_character_flag = bil1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_7_1
					duration = -1
				}
		set_character_flag = bil1
	}
}

# Bildung
character_event = {
	id = flogi_hauptstadt.14
	desc = EVTDESCGEB6
	picture = GFX_evt_Character_reading_library
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_6_2
		has_building = ha_geb_stad_6_2

			}
		}

		NOT = { has_character_flag = bil2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_7_2
					duration = -1
				}
		remove_character_modifier = gebude_7_1
		set_character_flag = bil2
	}
}

# Bildung
character_event = {
	id = flogi_hauptstadt.15
	desc = EVTDESCGEB6
	picture = GFX_evt_Character_reading_library
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_6_3
		has_building = ha_geb_stad_6_3

			}
		}

		NOT = { has_character_flag = bil3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_7_3
					duration = -1
				}
		remove_character_modifier = gebude_7_2
		set_character_flag = bil3
	}
}

# Ratssaal
character_event = {
	id = flogi_hauptstadt.16
	desc = EVTDESCGEB1
	picture = GFX_evt_Council_Around_Table
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_2_1
		has_building = ha_geb_stad_2_1
		has_building = ha_geb_trib_2_1

			}
		}

		NOT = { has_character_flag = raat1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_2_1
					duration = -1
				}
		set_character_flag = raat1
	}
}

# Ratssaal
character_event = {
	id = flogi_hauptstadt.17
	desc = EVTDESCGEB1
	picture = GFX_evt_Council_Around_Table
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_2_2
		has_building = ha_geb_stad_2_2

			}
		}

		NOT = { has_character_flag = raat2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_2_2
					duration = -1
				}
		remove_character_modifier = gebude_2_1
		
		set_character_flag = raat2
	}
}

# Ratssaal
character_event = {
	id = flogi_hauptstadt.18
	desc = EVTDESCGEB1
	picture = GFX_evt_Council_Around_Table
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_2_3
		has_building = ha_geb_stad_2_3

			}
		}

		NOT = { has_character_flag = raat3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_2_3
					duration = -1
				}
		remove_character_modifier = gebude_2_2
		set_character_flag = raat3
	}
}

# Kapelle
character_event = {
	id = flogi_hauptstadt.19
	desc = EVTDESCGEB7
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_8_1
		has_building = ha_geb_stad_8_1
		has_building = ha_geb_trib_8_1

			}
		}

		NOT = { has_character_flag = kap1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_1_1
					duration = -1
				}
		set_character_flag = kap1
	}
}

# Kapelle
character_event = {
	id = flogi_hauptstadt.20
	desc = EVTDESCGEB7
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_8_2
		has_building = ha_geb_stad_8_2

			}
		}

		NOT = { has_character_flag = kap2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_1_2
					duration = -1
				}
		remove_character_modifier = gebude_1_1
				
		set_character_flag = kap2
	}
}

# Kapelle
character_event = {
	id = flogi_hauptstadt.21
	desc = EVTDESCGEB7
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_8_3
		has_building = ha_geb_stad_8_3

			}
		}

		NOT = { has_character_flag = kap3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_1_3
					duration = -1
				}
		remove_character_modifier = gebude_1_2
				
		set_character_flag = kap3
	}
}


# Badehaus
character_event = {
	id = flogi_hauptstadt.22
	desc = EVTDESCGEB8
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_12_1
		has_building = ha_geb_stad_12_1
		has_building = ha_geb_trib_12_1

			}
		}

		NOT = { has_character_flag = bad1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_8_1
					duration = -1
				}
		set_character_flag = bad1
	}
}

# Badehaus
character_event = {
	id = flogi_hauptstadt.23
	desc = EVTDESCGEB8
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_12_2
		has_building = ha_geb_stad_12_2

			}
		}

		NOT = { has_character_flag = bad2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_8_2
					duration = -1
				}
		remove_character_modifier = gebude_8_1
				
		set_character_flag = bad2
	}
}

# Badehaus
character_event = {
	id = flogi_hauptstadt.24
	desc = EVTDESCGEB8
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_12_3
		has_building = ha_geb_stad_12_3

			}
		}

		NOT = { has_character_flag = bad3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_8_3
					duration = -1
				}
		remove_character_modifier = gebude_8_2
				
		set_character_flag = bad3
	}
}

# Statue
character_event = {
	id = flogi_hauptstadt.25
	desc = EVTDESCGEB9
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_13_1
		has_building = ha_geb_stad_13_1
		has_building = ha_geb_trib_13_1

			}
		}

		NOT = { has_character_flag = stat1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_9_1
					duration = -1
				}
		set_character_flag = stat1
	}
}

# Statue
character_event = {
	id = flogi_hauptstadt.26
	desc = EVTDESCGEB9
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_13_2
		has_building = ha_geb_stad_13_2

			}
		}

		NOT = { has_character_flag = stat2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_9_2
					duration = -1
				}
		remove_character_modifier = gebude_9_1
				
		set_character_flag = stat2
	}
}

# Statue
character_event = {
	id = flogi_hauptstadt.27
	desc = EVTDESCGEB9
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_13_3
		has_building = ha_geb_stad_13_3

			}
		}

		NOT = { has_character_flag = stat3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_9_3
					duration = -1
				}
		remove_character_modifier = gebude_9_2
				
		set_character_flag = stat3
	}
}

# Architekt
character_event = {
	id = flogi_hauptstadt.28
	desc = EVTDESCGEB10
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_14_1
		has_building = ha_geb_stad_14_1

			}
		}

		NOT = { has_character_flag = arch1 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_10_1
					duration = -1
				}
		set_character_flag = arch1
	}
}

# Architekt
character_event = {
	id = flogi_hauptstadt.29
	desc = EVTDESCGEB10
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_14_2
		has_building = ha_geb_stad_14_2

			}
		}

		NOT = { has_character_flag = arch2 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_10_2
					duration = -1
				}
		remove_character_modifier = gebude_10_1
				
		set_character_flag = arch2
	}
}

# Architekt
character_event = {
	id = flogi_hauptstadt.30
	desc = EVTDESCGEB10
	picture = GFX_evt_monastery_monks_soa
	
	capable_only = yes
	prisoner = no
	
	trigger = {

		capital_holding = {
		
		OR = {

		has_building = ha_geb_burg_14_3
		has_building = ha_geb_stad_14_3

			}
		}

		NOT = { has_character_flag = arch3 }
	}
	
	weight_multiplier = {
		days = 1
	}
	
	option = {
		name = EVTNAMEGEBS
		add_character_modifier = {
					name = gebude_10_3
					duration = -1
				}
		remove_character_modifier = gebude_10_2
				
		set_character_flag = arch3
	}
}