﻿namespace = uba_holding_decisions
# 扩建地产
uba_holding_decisions.0001 = {
	type = character_event
	title = uba_holding_decisions.0001.t
	desc = uba_holding_decisions.0001.desc
	theme = realm
	left_portrait = {
		character = root
		animation = personality_rational
	}

	immediate = {
	}

	#是的
	option = {
		name = uba_holding_decisions.0001.a
		scope:barony.title_province = {
			while = {
				count = 1
				add_province_modifier = extra_building_slot
			}
		}
		remove_treasury_or_gold = minor_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0001.b
		scope:barony.title_province = {
			while = {
				count = 2
				add_province_modifier = extra_building_slot
			}
		}
		remove_treasury_or_gold = minor_treasury_or_gold_value
		remove_treasury_or_gold = minor_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0001.c
		scope:barony.title_province = {
			while = {
				count = 3
				add_province_modifier = extra_building_slot
			}
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	
	option = {
		name = uba_holding_decisions.0001.d
		scope:barony.title_province = {
			while = {
				count = 6
				add_province_modifier = extra_building_slot
			}
		}
		remove_treasury_or_gold = major_treasury_or_gold_value
	}

	#算了（放弃）
	option = {
		name = uba_holding_decisions.0001.cancel
		remove_decision_cooldown = uba_building_slots
	}
}
# 改建地产
uba_holding_decisions.0002 = {
	type = character_event
	title = uba_holding_decisions.0002.t
	desc = uba_holding_decisions.0002.desc
	theme = realm
	left_portrait = {
		character = root
		animation = personality_rational
	}

	immediate = {
	}

	#是的
	option = {
		name = uba_holding_decisions.0002.castle
		trigger = {
			NOT = { scope:barony.title_province = { has_holding_type = castle_holding } }
		}
		scope:barony.title_province = {
			set_holding_type = castle_holding
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0002.church
		trigger = {
			NOT = { scope:barony.title_province = { has_holding_type = church_holding } }
		}
		scope:barony.title_province = {
			set_holding_type = church_holding
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0002.city
		trigger = {
			NOT = { scope:barony.title_province = { has_holding_type = city_holding } }
		}
		scope:barony.title_province = {
			set_holding_type = city_holding
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0002.temple_citadel
		trigger = {
			NOT = { scope:barony.title_province = { has_holding_type = temple_citadel_holding } }
			OR = {
				government_has_flag = government_is_mandala
			}
		}
		scope:barony.title_province = {
			set_holding_type = temple_citadel_holding
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0002.tribal
		trigger = {
			NOT = { scope:barony.title_province = { has_holding_type = tribal_holding } }
			OR = {
				government_has_flag = government_is_tribal
				government_has_flag = government_is_nomadic
			}
		}
		scope:barony.title_province = {
			set_holding_type = tribal_holding
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0002.nomad
		trigger = {
			NOT = { scope:barony.title_province = { has_holding_type = nomad_holding } }
			OR = {
				government_has_flag = government_is_nomadic
				# has_trait = nomadic_philosophy
			}
		}
		scope:barony.title_province = {
			if = {
				limit = {
					is_county_capital = yes
				}
				set_holding_type = nomad_holding
			}
			else = {
				barony = { save_scope_as = aoh_event_holding }
				custom_tooltip = {
					text = aoh_event_holding_removed_tt
					remove_holding = yes
				}
			}
		}
		add_gold = major_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0002.remove
		trigger = {
			scope:barony.title_province = { is_county_capital = no }
		}
		scope:barony.title_province = {
			barony = { save_scope_as = aoh_event_holding }
			custom_tooltip = {
				text = aoh_event_holding_removed_tt
				remove_holding = yes
			}
		}
		add_gold = major_treasury_or_gold_value
	}

	#算了（放弃）
	option = {
		name = uba_holding_decisions.0002.cancel
		remove_decision_cooldown = uba_holding_types
	}
}
# 发展地产
uba_holding_decisions.0003 = {
	type = character_event
	title = uba_holding_decisions.0003.t
	desc = uba_holding_decisions.0003.desc
	theme = realm
	left_portrait = {
		character = root
		animation = personality_rational
	}

	immediate = {
	}

	#是的
	option = {
		name = uba_holding_decisions.0003.a
		scope:barony.title_province = {
			while = {
				count = 1
				generate_building = yes
			}
		}
		remove_treasury_or_gold = minor_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0003.b
		scope:barony.title_province = {
			while = {
				count = 2
				generate_building = yes
			}
		}
		remove_treasury_or_gold = minor_treasury_or_gold_value
		remove_treasury_or_gold = minor_treasury_or_gold_value
	}

	option = {
		name = uba_holding_decisions.0003.c
		scope:barony.title_province = {
			while = {
				count = 3
				generate_building = yes
			}
		}
		remove_treasury_or_gold = medium_treasury_or_gold_value
	}

	
	option = {
		name = uba_holding_decisions.0003.d
		scope:barony.title_province = {
			while = {
				count = 6
				generate_building = yes
			}
		}
		remove_treasury_or_gold = major_treasury_or_gold_value
	}

	#算了（放弃）
	option = {
		name = uba_holding_decisions.0003.cancel
		remove_decision_cooldown = uba_building_generate
	}
}
