﻿# A way to build a burge early
found_a_burge_decision = {
	picture = { reference = "gfx/interface/illustrations/event_scenes/market_west.dds" }
	decision_group_type = major
	desc = found_a_burge_decision_desc
	


	is_shown = {
		is_landed = yes
		is_ai = no
		# NOT = { government_has_flag = government_is_tribal }
		has_game_rule = yes_quick_build
		has_game_rule = use_backgrounds
		# capital_province = {
		# 	NOR = {
		# 		has_province_modifier = city_of_wonder_modifier
		# 		has_province_modifier = city_of_wonder_NO_modifier
		# 		has_province_modifier = city_of_wonder_2_modifier
		# 		has_province_modifier = city_of_wonder_2_NO_modifier
		# 		has_province_modifier = city_of_wonder_3_modifier
		# 		has_province_modifier = city_of_wonder_3_NO_modifier
		# 		has_building_or_higher = preburge_01
		# 	}
		# }
	}

	is_valid = {
		# custom_description = {
		# 	text = found_a_burge_decision_custom_valid
		# 	any_directly_owned_province = {
		# 		OR = {
		# 			has_province_modifier = city_of_wonder_modifier
		# 			has_province_modifier = city_of_wonder_NO_modifier
		# 			has_province_modifier = city_of_wonder_2_modifier
		# 			has_province_modifier = city_of_wonder_2_NO_modifier
		# 			has_province_modifier = city_of_wonder_3_modifier
		# 			has_province_modifier = city_of_wonder_3_NO_modifier
		# 			has_building_or_higher = preburge_01
		# 		}
		# 	}
		# }
		custom_description = {
			text = found_a_burge_decision_custom_valid2
			capital_province = {
				NOR = {
					has_province_modifier = city_of_wonder_modifier
					has_province_modifier = city_of_wonder_NO_modifier
					has_province_modifier = city_of_wonder_2_modifier
					has_province_modifier = city_of_wonder_2_NO_modifier
					has_province_modifier = city_of_wonder_3_modifier
					has_province_modifier = city_of_wonder_3_NO_modifier
					has_building_or_higher = preburge_01
				}
			}
		}
	}

	cost = {
		prestige = 200
		gold = 200
	}

	effect = {
		custom_tooltip = found_a_burge_decision_effect
		custom_tooltip = found_a_burge_decision2_effect
		
		hidden_effect = {
			trigger_event = cow_build_common_buildings.9999
		}
	}

	ai_potential = {
		always = yes
	}

	ai_will_do = {
		base = 100
	}
}