@holding_illustration_western = "gfx/interface/illustrations/holding_types/castle_western.dds"
@holding_illustration_mena = "gfx/interface/illustrations/holding_types/castle_mena.dds"
@holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds"
@holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds"
@holding_illustration_china = "gfx/interface/illustrations/holding_types/tgp_castle_china.dds"
@holding_illustration_japan = "gfx/interface/illustrations/holding_types/tgp_castle_japan.dds"
@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/castle_mediterranean.dds"
@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds"
@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds"
@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds"
@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_castle_byzantine.dds"
@holding_illustration_constantinople = "gfx/interface/illustrations/holding_types/ep3_castle_constantinople.dds"
## Trosky ##
@holding_illustration_trosky = "gfx/interface/illustrations/holding_types/kcd_castle_trosky.dds"

castle_01 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_01_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_01_mena_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_01_mediterranean_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_01_indian_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_castle_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_castle_01_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_castle_01_a_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_constantinople
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			provinces = { 496 }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# SOUTHEAST ASIA #
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_castle_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_castle_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		#Steppe Graphical Culture is Special, it tries to keep local regional castles as far as possible

		#Steppe Main rule - MENA castles
		asset = {
			type = pdxmesh
			name = "building_mena_castle_01_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}

		#Steppe - East Asia - East Asian Castles
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}

		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			name = "building_indian_castle_01_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}

		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_01_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			name = "building_indian_castle_01_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western:
		asset = {
			type = pdxmesh
			names = {
				"building_western_castle_01_mesh"
				"building_western_castle_01_b_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_castle_01_mena_mesh"
				"building_western_castle_01_b_mena_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_castle_01_mediterranean_mesh"
				"building_western_castle_01_b_mediterranean_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_castle_01_indian_mesh"
				"building_western_castle_01_b_indian_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### INDIAN ###
		asset = {
			type = pdxmesh
			name = "building_indian_castle_01_western_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_01_mena_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_01_mediterranean_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_01_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			name = "building_mena_castle_01_western_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_01_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_01_mediterranean_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_01_indian_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_01_western_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_01_mena_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_01_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_01_indian_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			names = {
				"building_western_castle_01_mesh"
				"building_western_castle_01_b_mesh"
			}
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } }
			provinces = { 4134 }
		}
	}

	can_construct_potential = {
		barony_cannot_construct_holding = no
	}

	can_construct = {
		culture = {
			has_innovation = innovation_motte
		}
		japan_castle_construction_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		building_requirement_tribal_holding_in_county = yes
		building_requirement_nomad = no
		building_requirement_nomad_holding_in_county = yes
		building_requirement_herder = no
		building_requirement_herder_holding_in_county = yes
	}

	cost_gold = main_building_tier_1_cost
	next_building = castle_02

	levy = normal_building_levy_tier_2
	max_garrison = good_building_max_garrison_tier_1
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = great_building_fort_level_tier_1
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
		travel_danger = -10
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 5
	}

	
	character_culture_modifier = {
		parameter = castle_grant_prestige
		monthly_prestige = 0.02
		monthly_dynasty_prestige = 0.01
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	province_terrain_modifier = {
		parameter = castle_holding_fort_level_in_jungle_bonus
		terrain = jungle
		additional_fort_level = 1
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 2
	}
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -1
	}

	flag = castle

	type_icon = "icon_building_ramparts.dds"

	on_complete = {
		county.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_construction
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_construction_opinion
						}
					}
				}
			}
#			# Harrying logic.
#			if = {
#				limit = {
#					character_is_valid_for_harrying_of_the_north_trigger = yes
#					is_important_or_vip_struggle_character = yes
#				}
#				global_var:harrying_of_the_north = { save_scope_as = story }
#				if = {
#					limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes }
#					ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#				}
#				else_if = {
#					limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes }
#					ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#				}
#			}
		}
		#Mandala Creator Aspect
		creator_mandala_built_regular_holding_piety_effect = yes

		# Building Oath
		hidden_effect = {
			if = {
				limit = {
					county.holder = {
						has_character_modifier = oath_of_buildings
					}
				}
				county.holder = { save_scope_as = holder }
				add_random_economic_building_effect = yes
				add_random_military_building_effect = yes
				add_random_fortification_building_effect = yes
			}
		}
	}

	ai_value = {
		base = 100
		modifier = {
			factor = 0
			scope:holder = {
				government_has_flag = government_is_theocracy
			}
		}

		modifier = {
			add = 50
			scope:holder = {
				NOT = { government_has_flag = government_is_mandala }
			}
			county = {
				NOT = {
					any_county_province = {
						has_building_or_higher = castle_01
					}
				}
			}
		}
		modifier = {
			factor = 5
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}
	}
}

castle_02 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_02_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_02_mena_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_02_mediterranean_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_02_indian_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_castle_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_castle_02_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_castle_02_a_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_constantinople
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			provinces = { 496 }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# SOUTHEAST ASIA #
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_castle_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_castle_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		#Steppe Graphical Culture is Special, it tries to keep local regional castles as far as possible

		#Steppe Main rule - MENA castles
		asset = {
			type = pdxmesh
			name = "building_mena_castle_02_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}

		#Steppe - East Asia - East Asian Castles
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}

		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			name = "building_indian_castle_02_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}

		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_02_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			name = "building_indian_castle_02_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western:
		asset = {
			type = pdxmesh
			name = "building_western_castle_02_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_02_mena_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_02_mediterranean_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_02_indian_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### INDIAN ###
		asset = {
			type = pdxmesh
			name = "building_indian_castle_02_western_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_02_mena_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_02_mediterranean_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_02_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			name = "building_mena_castle_02_western_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_02_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_02_mediterranean_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_02_indian_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_02_western_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_02_mena_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_02_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_02_indian_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			name = "building_western_castle_02_mesh"
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } }
			provinces = { 4134 }
		}
	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		culture = {
			has_innovation = innovation_battlements
		}
		japan_castle_construction_trigger = yes
	}

	cost_gold = main_building_tier_2_cost
	next_building = castle_03

	levy = normal_building_levy_tier_4
	max_garrison = good_building_max_garrison_tier_3
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		fort_level = great_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -12
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 10
	}

	character_culture_modifier = {
		parameter = castle_grant_prestige
		monthly_prestige = 0.03
		monthly_dynasty_prestige = 0.02
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	province_terrain_modifier = {
		parameter = castle_holding_fort_level_in_jungle_bonus
		terrain = jungle
		additional_fort_level = 2
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 3
	}
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -2
	}

	
	flag = castle

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
		#Mandala Creator Aspect
		creator_mandala_upgraded_regular_holding_piety_effect = yes
	}

	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}
		modifier = {
			add = 10
			scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval }
		}
		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.1
			free_building_slots >= 1
			years_from_game_start >= 1
		}
		modifier = {
			factor = 0.1
			combined_building_level <= 10
			years_from_game_start >= 1
		}
		#Needed for the initial construction setup for the AI (to avoid the AI spending their free construction setup on upgrading all holdings instead of building buildings)
		modifier = {
			factor = 0.3
			years_from_game_start <= 0.01
		}
	}
}

castle_03 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_03_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_03_mena_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_03_mediterranean_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_03_indian_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_castle_03_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_castle_03_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_castle_03_a_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_constantinople
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			provinces = { 496 }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# SOUTHEAST ASIA #
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_03_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_03_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_castle_03_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		#Steppe Graphical Culture is Special, it tries to keep local regional castles as far as possible

		#Steppe Main rule - MENA castles
		asset = {
			type = pdxmesh
			name = "building_mena_castle_03_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}

		#Steppe - East Asia - East Asian Castles
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_03_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}

		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			name = "building_indian_castle_03_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}

		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_03_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			name = "building_indian_castle_03_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western:
		asset = {
			type = pdxmesh
			name = "building_western_castle_03_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_03_mena_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_03_mediterranean_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_03_indian_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### INDIAN ###
		asset = {
			type = pdxmesh
			name = "building_indian_castle_03_western_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_03_mena_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_03_mediterranean_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_03_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			name = "building_mena_castle_03_western_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_03_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_03_mediterranean_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_03_indian_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_03_western_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_03_mena_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_03_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_03_indian_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			name = "building_western_castle_03_mesh"
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } }
			provinces = { 4134 }
		}
	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		culture = {
			has_innovation = innovation_hoardings
		}
		japan_castle_construction_trigger = yes
	}

	cost_gold = main_building_tier_3_cost
	next_building = castle_04

	levy = normal_building_levy_tier_6
	max_garrison = good_building_max_garrison_tier_5
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_6
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		fort_level = great_building_fort_level_tier_3
		stationed_maa_damage_mult = normal_maa_damage_tier_3
		stationed_maa_toughness_mult = normal_maa_toughness_tier_3
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3
		travel_danger = -14
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 15
	}

	character_culture_modifier = {
		parameter = castle_grant_prestige
		monthly_prestige = 0.04
		monthly_dynasty_prestige = 0.03
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	province_terrain_modifier = {
		parameter = castle_holding_fort_level_in_jungle_bonus
		terrain = jungle
		additional_fort_level = 3
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 4
	}
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -3
	}

	
	flag = castle

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
		scope:character = {
			#Mandala Creator Aspect
			creator_mandala_upgraded_regular_holding_piety_effect = yes
		}
	}

	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}
		modifier = {
			add = 10
			scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval }
		}
		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.2
			combined_building_level <= 20
			years_from_game_start >= 1
		}
	}
}

castle_04 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_04_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_04_mena_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_04_mediterranean_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "fp1_building_norse_castle_04_indian_mesh"
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_castle_04_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_castle_04_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_castle_04_a_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_constantinople
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			provinces = { 496 }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# SOUTHEAST ASIA #
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_03_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/sea_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_04_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_castle_04_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/japanese_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		#Steppe Graphical Culture is Special, it tries to keep local regional castles as far as possible

		#Steppe Main rule - MENA castles
		asset = {
			type = pdxmesh
			name = "building_mena_castle_04_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}

		#Steppe - East Asia - East Asian Castles
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_castle_04_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/chinese_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}

		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			name = "building_indian_castle_04_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}

		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_04_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			name = "building_indian_castle_04_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western:
		asset = {
			type = pdxmesh
			name = "building_western_castle_04_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_04_mena_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_04_mediterranean_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_western_castle_04_indian_mesh"
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### INDIAN ###
		asset = {
			type = pdxmesh
			name = "building_indian_castle_04_western_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_04_mena_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_04_mediterranean_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_castle_04_mesh"
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			name = "building_mena_castle_04_western_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_04_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_04_mediterranean_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_castle_04_indian_mesh"
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_04_western_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_04_mena_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_04_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_castle_04_indian_mesh"
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			name = "building_western_castle_04_mesh"
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } }
			provinces = { 4134 }
		}
	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		culture = {
			has_innovation = innovation_machicolations
		}
		japan_castle_construction_trigger = yes
	}

	cost_gold = main_building_tier_4_cost

	levy = normal_building_levy_tier_8
	max_garrison = good_building_max_garrison_tier_7
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_8
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		fort_level = great_building_fort_level_tier_4
		stationed_maa_damage_mult = normal_maa_damage_tier_4
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4
		travel_danger = -16
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 20
	}

	character_culture_modifier = {
		parameter = castle_grant_prestige
		monthly_prestige = 0.05
		monthly_dynasty_prestige = 0.04
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	province_terrain_modifier = {
		parameter = castle_holding_fort_level_in_jungle_bonus
		terrain = jungle
		additional_fort_level = 4
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 5
	}
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -4
	}

	
	flag = castle

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
		scope:character = {
			#Mandala Creator Aspect
			creator_mandala_upgraded_regular_holding_piety_effect = yes
		}
	}

	ai_value = {
		base = 17
		ai_general_building_modifier = yes
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
		}
		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.2
			combined_building_level <= 30
			years_from_game_start >= 1
		}
	}
}
