#Create a wonder
obj_create_wonder = {
	type = character
	
	potential = {
		NOT = { culture = wilderness }
		has_game_rule = {
			name = wonder_rule
			value = on
		}
		NOR = {
			has_character_flag = created_wonder
			has_wonder = yes
			has_started_building_wonder = yes
			trait = incapable
			
		}
		wealth = 1000
		prestige = 500
		is_landed = yes
		independent = yes
	}
	
	allow = {
		NOT = {
			is_inaccessible_trigger = yes
		}
		is_adult = yes
	}
	
	success = {
		custom_tooltip = {
			text = create_wonder_condition_tooltip
			any_realm_wonder = {
				wonder_stage = 2
				original_wonder_owner = {
					CHARACTER = root
				}
			}
		} 
	}	
	
	abort = {
		trait = incapable
	}
	
	abort_effect = {

	}
	
	effect = {
		custom_tooltip = {
			text = create_wonder_effect_tooltip
		}
		hidden_effect = {
			set_character_flag = created_wonder
			random_list = {
				100 = {
					trigger = {
						NOT = { any_demesne_wonder = { has_wonder_upgrade = upgrade_spikes}}
					}
					random_demesne_wonder = {
						add_wonder_upgrade = upgrade_spikes
					}
				}
				100 = {
					trigger = {
						NOT = { any_demesne_wonder = { has_wonder_upgrade = upgrade_watchtower_network}}
					}
					random_demesne_wonder = {
						add_wonder_upgrade = upgrade_watchtower_network
					}
				}
				100 = {
					trigger = {
						NOT = {  any_demesne_wonder = { has_wonder_upgrade = upgrade_tower }}
					}
					random_demesne_wonder = {
						add_wonder_upgrade = upgrade_tower
					}
				}
			
			}
		}
		
	}
}