title_decisions = {
	colonise_province = {
		is_high_prio = yes
		filter = all
		ai_target_filter = all
		only_playable = yes
		
		from_potential = {
			ai = no #AI uses pulse event for optimisation
		}
		
		potential = {
			c_kings_landing = { has_holder = yes }
			tier = COUNT
			holder_scope = { culture_group = unoccupied_group }
			location = {
				OR = {
					has_province_flag = ruined_province
					has_province_flag = dothraki_sea
				}
				NOT = { has_province_flag = colony_province }
			}
		}

		allow = {
			custom_tooltip = { #Must neighbour ruin, or be within two sea zones
				text = TOOLTIPcolonisationB
				hidden_tooltip = {
					location = {
					OR = {
						AND = {
							FROM = {
								ai = no
								is_landed = no
							}
						}
						any_neighbor_province = { #Must neighbour ruin, or be within two sea zones
							OR = {
								AND = {
									has_owner = yes
									OR = {
										owner = {
											OR = {
												character = FROM
												is_liege_or_above = FROM										
											}
										}
										any_province_lord = { character = FROM }
									}	
								}
								AND = {
									is_land = no
									any_neighbor_province = {
										OR = {
											AND = {
												has_owner = yes
												OR = {
													owner = {
														OR = {
															character = FROM
															is_liege_or_above = FROM										
														}
													}
													any_province_lord = { character = FROM }
												}	
											}
											AND = {
												is_land = no
												any_neighbor_province = {
													OR = {
														owner = {
															OR = {
																character = FROM
																is_liege_or_above = FROM										
															}
														}
														any_province_lord = { character = FROM }
													}	
												}
											}
										}
									}
								}
							}
						}
					}
					}
				}
			}
			FROM = { 
				OR = {
					AND = {
						has_game_rule = { name = colinisation_cost value = expensive }
						wealth = 1600
					}	
					AND = {
						has_game_rule = { name = colinisation_cost value = normal }
						wealth = 1000
					}
					AND = {
						has_game_rule = { name = colinisation_cost value = cheap }
						wealth = 400
					}
				}
				is_nomadic = no
				NOT = { trait = nightswatch } 
				NOT = { trait = kingsguard }
			}
		}
		effect = {
			hidden_tooltip = {
				FROM = {
					liege = {
						save_event_target_as = colonise_liege #record liege just in case
						ROOT = { holder_scope = { set_defacto_liege = PREVPREVPREV } }
					}	
				}
			}	
			location = {
				#build castle if needed
				if = {
					limit = {
						NOT = {
							any_province_holding = {
								NOT = { holding_type = nomad }
								NOT = { holding_type = temple }
								NOT = { holding_type = tribal }
							}
						}	
					}
					build_holding = {
						type = castle
						holder = FROM
					}
					random_province_holding = {
						limit = {
							holding_type = castle
							holder_scope = { character = FROM }
						}
						save_event_target_as = new_city_holding
						location = { province_event = { id = unoccupied.399 } } #increase base value, seperate event to avoid 'break'
						if = {
							limit = { FROM = { is_feudal = yes } }
							make_capital_holding = yes
						}
					}
				}
				county = {
					gain_title = FROM
					hidden_tooltip = {
						any_de_jure_vassal_title = {
							limit = { has_holder = yes }
							remove_building = ca_sub_barony_ruin
							remove_building = ct_sub_barony_ruin
						}
					}
				}
				hidden_tooltip = { event_target:colonise_liege = { FROM = { set_defacto_liege = PREV } } } #just in case coloniser erroneously becomes independent			
				if = { 
					limit = { 
						OR = {
							has_province_flag = ca_colony_1 
							NOR = {
								has_province_flag = ca_colony_1
								has_province_flag = ca_colony_2
								has_province_flag = ca_colony_3
								has_province_flag = ca_colony_4
								has_province_flag = ca_colony_5
								has_province_flag = ca_colony_6
							}
						}	
					} 
					set_province_flag = ca_colony_1 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_1 
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_1 
						}
					}
				}	
				if = { 
					limit = { has_province_flag = ca_colony_2 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_2
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_2
						}
					}
				}
				if = { 
					limit = { has_province_flag = ca_colony_3 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_3
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_3
						}
					}
				}
				if = { 
					limit = { has_province_flag = ca_colony_4 }
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_4
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_4
						}
					}
				}
				if = { 
					limit = { has_province_flag = ca_colony_5 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_5 
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_5
						}
					}
				}
				if = { 
					limit = { has_province_flag = ca_colony_6 } 
					capital_holding = { 
						if = {
							limit = { holding_type = castle }
							add_building = ca_colony_6
						}	
						if = {
							limit = { holding_type = city }
							add_building = ct_colony_6
						}
					}
				}
				set_province_flag = colony_province
				if = {
					limit = { has_province_flag = ruined_province }
					FROM = { 
						if = {
							limit = { has_game_rule = { name = colinisation_cost value = expensive } }
							wealth = -1600
						}	
						if = {
							limit = { has_game_rule = { name = colinisation_cost value = normal } }
							wealth = -1000 
						}	
						if = {
							limit = { has_game_rule = { name = colinisation_cost value = cheap } }
							wealth = -400
						}	
					}
				}
				if = {
					limit = { 
						NOT = { has_province_flag = ruined_province }
						has_province_flag = dothraki_sea
					}
					FROM = { 
						if = {
							limit = { has_game_rule = { name = colinisation_cost value = expensive } }
							wealth = -800
						}	
						if = {
							limit = { has_game_rule = { name = colinisation_cost value = normal } }
							wealth = -500 
						}	
						if = {
							limit = { has_game_rule = { name = colinisation_cost value = cheap } }
							wealth = -200
						}
					}
				}	
				
				hidden_tooltip = {
					if = {
						limit = { has_province_modifier = ruined_province }
						remove_province_modifier = ruined_province
					}	
					if = {
						limit = { has_province_modifier = dothraki_domain }
						remove_province_modifier = dothraki_domain
					}
					if = {
						limit = { has_province_modifier = jogos_nhai_domain }
						remove_province_modifier = jogos_nhai_domain
					}
					add_province_modifier = {
						name = colony
						duration = -1
					}
				}	
			}
			custom_tooltip = { text = TOOLTIPunoccupied.3 }
			hidden_tooltip = {
				FROM = {
					any_realm_character = {
						limit = { culture_group = unoccupied_group }
						any_demesne_title = { gain_title = PREV copy_title_laws = ROOT }
						clear_wealth = THIS
						wealth = -500
						death = yes
					}
					if = {
						limit = { ai = no }
						chronicle = {
							entry = CHRONICLE_STARTED_COLONY
							picture = "GFX_evt_castle_construction"
						}	
					}
				}	
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}