﻿uba_building_slots = { #More Building Slots 更多建筑槽
	#picture = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds" }
	ai_check_interval = 0
	decision_group_type = uba
	desc = uba_building_slots_desc
	selection_tooltip = uba_building_slots_tooltip

	widget = {
		gui = decision_view_widget_uba_building_special
		controller = create_holy_order

		barony_valid = {
			trigger_if = {
				limit = { exists = this }
				uba_holding_barony_is_valid_trigger = { CHARACTER = scope:ruler }
			}
			trigger_else = {
				custom_description = {
					text = "has_holy_order_barony_selected"
					always = no
				}
			}
		}
	}

	is_shown = {
		is_ai = no
		is_ruler = yes
		is_landed = yes
		exists = dynasty
		# always = no
		# highest_held_title_tier >= 3
		NOT = {
			exists = global_var:uba_decision_off
		}
		NOT = {
			government_has_flag = government_is_nomadic
			# has_trait = nomadic_philosophy
		}
	}

	is_valid = {
	}

	is_valid_showing_failures_only = {
		is_capable_adult = yes
		is_imprisoned = no
		# is_at_war = no
	}

	cost = {
	}

	# cooldown = {
	# 	years = 1
	# }

	effect = {
		trigger_event = uba_holding_decisions.0001
		
		custom_tooltip = uba_building_slots_effect
	}

	ai_will_do = {
		base = 0
	}
}

uba_holding_types = { #修改地产类型
	#picture = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds" }
	ai_check_interval = 0
	decision_group_type = uba
	desc = uba_holding_types_desc
	selection_tooltip = uba_holding_types_tooltip

	widget = {
		gui = decision_view_widget_uba_building_special
		controller = create_holy_order

		barony_valid = {
			trigger_if = {
				limit = { exists = this }
				uba_holding_barony_is_valid_trigger = { CHARACTER = scope:ruler }
			}
			trigger_else = {
				custom_description = {
					text = "has_holy_order_barony_selected"
					always = no
				}
			}
		}
	}

	is_shown = {
		is_ai = no
		is_ruler = yes
		is_landed = yes
		exists = dynasty
		# always = no
		# highest_held_title_tier >= 3
		NOT = {
			exists = global_var:uba_decision_off
		}
	}

	is_valid = {
	}

	is_valid_showing_failures_only = {
		is_capable_adult = yes
		is_imprisoned = no
		# is_at_war = no
	}

	cost = {
	}

	# cooldown = {
	# 	months = 3
	# }

	effect = {
		trigger_event = uba_holding_decisions.0002
		
		custom_tooltip = uba_holding_types_effect
	}

	ai_will_do = {
		base = 0
	}
}

uba_building_generate = { #自动升级
	#picture = "gfx/interface/illustrations/decisions/decision_destiny_goal.dds"
	picture = { reference = "gfx/interface/illustrations/decisions/ep3_decision_city.dds" }
	ai_check_interval = 0
	decision_group_type = uba
	desc = uba_building_generate_desc
	selection_tooltip = uba_building_generate_tooltip

	widget = {
		gui = decision_view_widget_uba_building_special
		controller = create_holy_order

		barony_valid = {
			trigger_if = {
				limit = { exists = this }
				uba_holding_barony_is_valid_trigger = { CHARACTER = scope:ruler }
			}
			trigger_else = {
				custom_description = {
					text = "has_holy_order_barony_selected"
					always = no
				}
			}
		}
	}

	is_shown = {
		is_ai = no
		is_ruler = yes
		is_landed = yes
		exists = dynasty
		# always = no
		# highest_held_title_tier >= 3
		NOT = {
			exists = global_var:uba_decision_off
		}
		NOT = {
			government_has_flag = government_is_nomadic
			# has_trait = nomadic_philosophy
		}
	}

	is_valid = {
	}

	is_valid_showing_failures_only = {
		is_capable_adult = yes
		is_imprisoned = no
		# is_at_war = no
	}

	cost = {
	}

	# cooldown = {
	# 	years = 1
	# }

	effect = {
		trigger_event = uba_holding_decisions.0003
		
		custom_tooltip = uba_building_generate_effect
	}

	ai_will_do = {
		base = 0
	}
}
