@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds"
@illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds"
@illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds"
@illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds"
@illustration_chinese = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds"
@illustration_shinto = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds"
@illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds"
@illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds"
@illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds"
@illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds"
@illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds"
@illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds"
@illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds"
@illustration_tengri = "gfx/interface/illustrations/holding_types/mpo_temple_steppe.dds"
@illustration_southeast_asian_pagan = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds"

temple_citadel_01 = {
	construction_time = slow_construction_time

	#Meshes (Indented for readability)
		#Generic Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_generic_01_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_generic_01_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_generic_01_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_generic_01_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mena" }
		}

		### Orthodox ###

		#Unique:
		### Caucasian Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_caucasian_temple_orthodox_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		### Slavic Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Catholic ###
		#Unique:
		### Western Catholic
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { western_building_gfx } #+2
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}

		### Italian Catholic
		asset = {
			type = pdxmesh
			name = "cp6_building_italian_temple_christian_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { mediterranean_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		# FP2 Catholic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_christian_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia  } #+4
		}

		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Zoroastrian ###
		#Iranian
		asset = {
			type = entity
			name = "fp3_building_persian_temple_01_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}
		#Base:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_01_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
				tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		### Islamic ###
		#Unique:
		### FP2 Islamic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_mosque_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		### Southeast Asian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_se_asia_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		### Persian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_persian_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		### African Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_african_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { african_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		### Turkish Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_turkish_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { steppe_building_gfx byzantine_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		### Indian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_indian_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { indian_building_gfx tibetan_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		#General:
		asset = {
			type = pdxmesh
			name = "building_western_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
				iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Tengri ###
		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		asset = { #Also fallback for pagans in the steppe
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
			graphical_cultures = { steppe_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		### Shinto ###
		#Uniquely Japanese:
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { japanese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}
		#Generic:
		asset = { #Same used everywhere that shinto exists
			type = pdxmesh
			name = "tgp_building_japanese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		### Non-European pagan
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_pagan_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_southeast_asian_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				pagan_gfx
			}
			graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx  } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia graphical_siberia } #+4
		}

		#Generic Pagan:
		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_01_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "pagan_gfx" } #+1
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_01_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				pagan_gfx
			} #+1
			graphical_cultures = {
				western_building_gfx byzantine_building_gfx
				#DLC Fallback:
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
				iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
			} #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}



		### Sinitic ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { chinese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}

		### Dharmic ###
		#All Dharmics try to use the General Tempel Citadel look
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_01_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { indian_building_gfx southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

		#Tibetan Graphical Culture
		asset = {
			type = pdxmesh
			name = "cp6_building_tibetan_temple_dharmic_01_mesh"
			illustration = @illustration_india
			requires_dlc_flag = holy_buildings
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { tibetan_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#General:
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_01_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"dharmic_gfx"
				#DLC Fallbacks:
				sinitic_gfx shinto_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
				iranian_building_gfx african_building_gfx steppe_building_gfx
				east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia graphical_mediterranean graphical_india graphical_mena }
		}

	can_construct_potential = {
		barony_cannot_construct_holding = no
		scope:holder = { 
			OR = { 
				government_has_flag = government_is_mandala 
				faith = { has_doctrine_parameter = NEOW_can_build_citadels }
			}
		}
	}

	can_construct = {
		scope:holder = { 
			OR = { 
				government_has_flag = government_is_mandala 
				faith = { has_doctrine_parameter = NEOW_can_build_citadels }
			}
		}
	}

	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 = temple_citadel_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 = super_poor_building_tax_tier_1
		tax_per_piety_level = super_poor_building_tax_tier_1
		fort_level = normal_building_fort_level_tier_1
		stationed_maa_damage_mult_per_piety_level = 0.01
		stationed_maa_toughness_mult_per_piety_level = 0.01
		travel_danger = -10
	}
	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = temple_citadel_fort_level_bonus
		fort_level = 1
	}
	
	county_culture_modifier = {
		parameter = temple_citadel_control_bonus
		monthly_county_control_growth_add = 0.1
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 3
	}

	province_government_modifier = {
		parameter = government_is_mandala
		monthly_county_control_growth_factor = 0.05
	}

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

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.1
	}

	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
	}

	flag = temple_citadel

	type_icon = "tgp_icon_building_mandala_capital_tier_02.dds"

	on_complete = {
		county.holder = {
			if = {
				limit = {
					culture = {
						has_cultural_parameter = renown_from_temple_construction
					}
					exists = dynasty
				}
				dynasty = { add_dynasty_prestige = major_dynasty_prestige_value }
			}

			if = {
				limit = {
					culture = {
						has_cultural_parameter = extra_piety_from_temple_construction
					}
				}
				add_piety = omega_piety_gain
			}
			else_if = {
				limit = { government_has_flag = government_is_mandala }
				mandala_built_temple_holding_effect = yes
			}
			else = { add_piety = massive_piety_gain }
			save_scope_as = temple_location

			if = {
				limit = {
					culture = { has_cultural_parameter = more_fervor_on_church_construction }
				}
				faith = {
					change_fervor = {
						value = 5
						desc = fervor_gain_built_temple_holding
					}
				}
			}
			else = {
				faith = {
					change_fervor = {
						value = 1
						desc = fervor_gain_built_temple_holding
					}
				}
			}

			if = {
				limit = {
					culture = { has_cultural_parameter = prestige_from_temple_construction }
				}
				add_prestige = massive_prestige_gain
			}

			#Holy Legend Seed drop
			if = {
				limit = {
					has_dlc_feature = legends
					NOR = {
						has_game_rule = historical_legends_only
						has_personal_legend_seed = holy
					}
				}
				random = {
					chance = {
						value = 10
						if = {
							limit = { piety_level >= high_piety_level }
							add = 15 #25%
						}
						if = {
							limit = { piety_level >= max_piety_level }
							add = 25 #50%
						}
					}
					send_interface_toast = {
						type = msg_legend_seed_created
						title = holy_seed_toast
						left_icon = root.barony
						create_legend_seed = {
							type = holy
							quality = famed
							chronicle = saintly_building
							properties = {
								location = prev
								religion = this.religion
								faith = this.faith
							}
						}
					}
				}
			}

			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_construction
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_construction_opinion
						}
					}
				}
			}
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = zealot
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = zealot_vassal_approves_holding_construction
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = zealot
						}
						add_opinion = {
							target = prev
							modifier = zealot_approves_temple_construction_opinion
						}
					}
				}
			}
		}
		
		county = {
			if = {
				limit = {
					holder.culture = { has_cultural_parameter = warmonger_city_founders }
				}
				change_county_control = 100
			}
		}

		#to give follow-up to the vassal.1001 event
		hidden_effect = {
			if = {
				limit = {
					exists = province_owner
				}
				province_owner = {
					save_scope_as = owner_of_province

					scope:owner_of_province = {
						if = { #Religious liege asked me to build a temple
							limit = {
								exists = var:promised_to_build_temple
								var:promised_to_build_temple = {
									is_alive = yes
									faith = scope:owner_of_province.faith
								}
								has_character_flag = promised_liege_temple
							}
							trigger_event = vassal.1010
						}
						if = { #Religious vassal asked me to build a temple
							limit = {
								exists = var:promised_to_build_temple
								var:promised_to_build_temple = {
									is_alive = yes
									faith = scope:owner_of_province.faith
								}
								has_character_flag = promised_vassal_temple
							}
							trigger_event = vassal.1110
						}

						#To remove the variables if the character has died or someone has changed their faith
						if = {
							limit = {
								exists = var:promised_to_build_temple
								OR = {
									var:promised_to_build_temple = { is_alive = no }
									faith != scope:owner_of_province.faith
								}
							}
							remove_variable = promised_to_build_temple
						}
					}
				}
			}
		}

	}

	ai_value = {
		base = 100
		modifier = {
			factor = 0
			scope:holder = {
				NOR = { 
					government_has_flag = government_is_mandala 
					faith = { has_doctrine_parameter = NEOW_can_build_citadels }
				}
			}
		}
	}
}

temple_citadel_02 = {
	construction_time = slow_construction_time

	#Meshes (Indented for readability)
		### GENERIC ###
		#Generic Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_generic_01_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_generic_01_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_generic_01_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_generic_01_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mena" }
		}

		### Orthodox ###
		#Unique:
		### Caucasian Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_caucasian_temple_orthodox_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
			graphical_regions = { "graphical_mediterranean" }
		}

		### Slavic Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_orthodox_01_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Catholic ###
		#Unique:
		### Western Catholic
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { western_building_gfx } #+2
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}

		### Italian Catholic
		asset = {
			type = pdxmesh
			name = "cp6_building_italian_temple_christian_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { mediterranean_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		# FP2 Catholic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_christian_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#General:
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_christian_01_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Zoroastrian ###
		#Unique:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_01_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_01_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
				tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Islamic ###
		#Unique:
		### FP2 Islamic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_mosque_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Southeast Asian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_se_asia_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Persian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_persian_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### African Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_african_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { african_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Turkish Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_turkish_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { steppe_building_gfx byzantine_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Indian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_indian_temple_islamic_01_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { indian_building_gfx tibetan_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#General:
		asset = {
			type = pdxmesh
			name = "building_western_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
				iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_islamic_01_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Tengri ###


		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
			graphical_cultures = { steppe_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Shinto ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { japanese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
		}
		#Base:
		asset = { #Same used everywhere that shinto exists
			type = pdxmesh
			name = "tgp_building_japanese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Non-European pagan
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_pagan_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_southeast_asian_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { pagan_gfx }
			graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx  }  #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
		}

		#Generic Pagan:
		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_01_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "pagan_gfx" } #+1
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_01_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				pagan_gfx
			} #+1
			graphical_cultures = {
				western_building_gfx byzantine_building_gfx
				#DLC Fallback:
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
				iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
			} #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}



		### Sinitic ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { chinese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Dharmic ###
		#All Dharmics try to use the General Tempel Citadel look
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_02_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { indian_building_gfx southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		#Tibetan Graphical Culture
		asset = {
			type = pdxmesh
			name = "cp6_building_tibetan_temple_dharmic_01_mesh"
			illustration = @illustration_india
			requires_dlc_flag = holy_buildings
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { tibetan_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#General:
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_02_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"dharmic_gfx"
				#DLC Fallbacks:
				sinitic_gfx shinto_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
				iranian_building_gfx african_building_gfx steppe_building_gfx
				east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia graphical_mediterranean graphical_india graphical_mena }
		}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					scope:holder.culture = {
						has_cultural_parameter = temple_next_level
					}
				}
			}
			scope:holder.culture = {
				has_innovation = innovation_manorialism
			}
		}
		trigger_else = {
			scope:holder.culture = {
				has_cultural_parameter = temple_next_level
				has_innovation = innovation_city_planning
			}
		}
	}
	cost_gold = main_building_tier_2_cost
	next_building = temple_citadel_03

	levy = normal_building_levy_tier_4
	max_garrison = good_building_max_garrison_tier_2
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_2
		tax_per_piety_level = super_poor_building_tax_tier_3
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult_per_piety_level = 0.03
		stationed_maa_toughness_mult_per_piety_level = 0.03
		travel_danger = -12
	}

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

	province_culture_modifier = {
		parameter = temple_citadel_fort_level_bonus
		fort_level = 2
	}
	
	county_culture_modifier = {
		parameter = temple_citadel_control_bonus
		monthly_county_control_growth_add = 0.2
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 6
	}

	province_government_modifier = {
		parameter = government_is_mandala
		monthly_county_control_growth_factor = 0.1
	}

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

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety = 0.1
	}

	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
	}

	flag = temple_citadel

	on_complete = {
		county.holder = {
			if = {
				limit = {
					culture = {
						has_cultural_parameter = renown_from_temple_construction
					}
					exists = dynasty
				}
				dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
			}
			if = {
				limit = {
					culture = {
						has_cultural_parameter = more_fervor_on_church_construction
					}
				}
				faith = {
					change_fervor = {
						value = 2
						desc = fervor_gain_upgraded_temple_holding_culture_parameter
					}
				}
			}
		}
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = zealot
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = zealot_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = zealot
						}
						add_opinion = {
							target = prev
							modifier = zealot_approves_temple_upgrade_opinion
						}
					}
				}
			}
		}
		scope:character = {
			if = {
				limit = { government_has_flag = government_is_mandala }
				mandala_upgraded_temple_holding_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 = 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
		}
	}
}

temple_citadel_03 = {
	construction_time = slow_construction_time

	#Meshes (Indented for readability)
		### GENERIC ###
		#Generic Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_generic_02_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_generic_02_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_generic_02_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_generic_02_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mena" }
		}

		### Orthodox ###
		#Unique:
		### Caucasian Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_caucasian_temple_orthodox_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
			graphical_regions = { "graphical_mediterranean" }
		}

		### Slavic Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Catholic ###
		### Western Catholic
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { western_building_gfx } #+2
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}

		### Italian Catholic
		asset = {
			type = pdxmesh
			name = "cp6_building_italian_temple_christian_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { mediterranean_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		# FP2 Catholic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_christian_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Zoroastrian ###
		#Unique:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_02_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_02_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			} #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
				tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Islamic ###
		### FP2 Islamic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_mosque_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Southeast Asian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_se_asia_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Persian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_persian_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### African Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_african_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { african_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Turkish Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_turkish_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { steppe_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Indian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_indian_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { indian_building_gfx tibetan_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#General:
		asset = {
			type = pdxmesh
			name = "building_western_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
				iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
				iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
				iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Tengri ###
		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
			graphical_cultures = { steppe_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Shinto ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { japanese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = { #Same used everywhere that shinto exists
			type = pdxmesh
			name = "tgp_building_japanese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		### Non-European pagan
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_pagan_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_southeast_asian_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { pagan_gfx }
			graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx  } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
		}
		#Generic Pagan:
		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_02_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "pagan_gfx" } #+1
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_02_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				pagan_gfx
			} #+1
			graphical_cultures = {
				western_building_gfx byzantine_building_gfx
				#DLC Fallback:
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
				iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
			} #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}



		### Sinitic ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { chinese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		#All Dharmics try to use the General Tempel Citadel look
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_03_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
		}

		#Tibetan Graphical Culture
		asset = {
			type = pdxmesh
			name = "cp6_building_tibetan_temple_dharmic_01_mesh"
			illustration = @illustration_india
			requires_dlc_flag = holy_buildings
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { tibetan_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		#General:
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_03_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"dharmic_gfx"
				#DLC Fallbacks:
				sinitic_gfx shinto_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
				iranian_building_gfx african_building_gfx steppe_building_gfx
				east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
		}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					scope:holder.culture = {
						has_cultural_parameter = temple_next_level
					}
				}
			}
			scope:holder.culture = {
				has_innovation = innovation_windmills
			}
		}
		trigger_else = {
			scope:holder.culture = {
				has_cultural_parameter = temple_next_level
				has_innovation = innovation_manorialism
			}
		}
	}
	cost_gold = main_building_tier_3_cost
	next_building = temple_citadel_04

	levy = normal_building_levy_tier_6
	max_garrison = good_building_max_garrison_tier_4
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_5
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_3
		tax_per_piety_level = super_poor_building_tax_tier_5
		fort_level = good_building_fort_level_tier_3
		stationed_maa_damage_mult_per_piety_level = 0.05
		stationed_maa_toughness_mult_per_piety_level = 0.05
		travel_danger = -14
	}
	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = temple_citadel_fort_level_bonus
		fort_level = 3
	}
	
	county_culture_modifier = {
		parameter = temple_citadel_control_bonus
		monthly_county_control_growth_add = 0.3
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 10
	}

	province_government_modifier = {
		parameter = government_is_mandala
		monthly_county_control_growth_factor = 0.15
	}

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

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety_from_buildings_mult = 0.1
		monthly_piety = 0.4
	}

	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
	}

	flag = temple_citadel

	on_complete = {
		county.holder = {
			if = {
				limit = {
					culture = {
						has_cultural_parameter = renown_from_temple_construction
					}
					exists = dynasty
				}
				dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
			}
			if = {
				limit = {
					culture = {
						has_cultural_parameter = more_fervor_on_church_construction
					}
				}
				faith = {
					change_fervor = {
						value = 2
						desc = fervor_gain_upgraded_temple_holding_culture_parameter
					}
				}
			}
		}
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = zealot
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = zealot_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = zealot
						}
						add_opinion = {
							target = prev
							modifier = zealot_approves_temple_upgrade_opinion
						}
					}
				}
			}
		}
		scope:character = {
			if = {
				limit = { government_has_flag = government_is_mandala }
				mandala_upgraded_temple_holding_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
		}
	}
}

temple_citadel_04 = {
	construction_time = slow_construction_time

	#Meshes (Indented for readability)
		### GENERIC ###
		#Generic Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_generic_02_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_generic_02_mesh"
			illustration = @illustration_generic_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_generic_02_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_generic_02_mesh"
			illustration = @illustration_generic_arid
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
			graphical_regions = { "graphical_mena" }
		}

		### Orthodox ###
		#Unique:
		### Caucasian Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_caucasian_temple_orthodox_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
			graphical_regions = { "graphical_mediterranean" }
		}

		### Slavic Orthodox
		asset = {
			type = pdxmesh
			name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_orthodox_02_mesh"
			illustration = @illustration_orthodox
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "orthodox_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
				tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#If you have no DLC:
				east_slavic_building_gfx caucasian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Catholic ###
		#Unique:
		### Western Catholic
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { western_building_gfx } #+2
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}

		### Italian Catholic
		asset = {
			type = pdxmesh
			name = "cp6_building_italian_temple_christian_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { mediterranean_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		# FP2 Catholic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_christian_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "building_western_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_christian_02_mesh"
			illustration = @illustration_christian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "catholic_gfx" }
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC fallbacks:
				iberian_building_gfx mediterranean_building_gfx western_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		### Zoroastrian ###
		#Unique:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_02_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = entity
			name = "fp3_building_persian_temple_02_a_01_entity"
			requires_dlc_flag = legacy_of_persia
			illustration = @illustration_iranian_zoroastrian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "zoroastrian_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
				tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}


		### Islamic ###
		#Unique:
		### FP2 Islamic variant for Iberia
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_mosque_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @illustration_iberian_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iberian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Southeast Asian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_se_asia_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Persian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_persian_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" } #+1
			graphical_cultures = { iranian_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### African Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_african_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { african_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Turkish Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_turkish_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { steppe_building_gfx byzantine_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		### Indian Mosques
		asset = {
			type = pdxmesh
			name = "cp6_building_indian_temple_islamic_02_mesh"
			requires_dlc_flag = holy_buildings
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "islamic_gfx" }
			graphical_cultures = { indian_building_gfx tibetan_building_gfx }  
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		#General:
		asset = {
			type = pdxmesh
			name = "building_western_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
				iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			name = "building_mediterranean_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mediterranean" }
		}
		asset = {
			type = pdxmesh
			name = "building_indian_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_india" }
		}
		asset = {
			type = pdxmesh
			name = "building_mena_temple_islamic_02_mesh"
			illustration = @illustration_islamic
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"islamic_gfx"
				#Dlc fallback
				zoroastrian_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
			}
			graphical_regions = { "graphical_mena" }
		}

		
		### Tengri ###
		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
				japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		asset = { 
			type = entity
			name = "mpo_mongol_temple_01_entity"
			illustration = @illustration_tengri
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
			graphical_cultures = { steppe_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Shinto ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { japanese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = { #Same used everywhere that shinto exists
			type = pdxmesh
			name = "tgp_building_japanese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_shinto 
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { shinto_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}


		### Non-European pagan
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_pagan_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_southeast_asian_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { pagan_gfx }
			graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx  } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
		}

		#Generic Pagan:
		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_01_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "pagan_gfx" } #+1
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			name = "building_western_temple_pagan_01_mesh"
			illustration = @illustration_northern_pagan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				pagan_gfx
			} #+1
			graphical_cultures = {
				western_building_gfx byzantine_building_gfx
				#DLC Fallback:
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
				iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
			} #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia
			} #+4
		}


		### Sinitic ###
		#Unique:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { chinese_building_gfx } #+2
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}
		#Base:
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_temple_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @illustration_chinese
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { sinitic_gfx } #+1
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
				tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
				japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
			}
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
		}

		### Dharmic ###

		#All Dharmics try to use the General Tempel Citadel look
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_04_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
		}

		#Tibetan Graphical Culture
		asset = {
			type = pdxmesh
			name = "cp6_building_tibetan_temple_dharmic_01_mesh"
			illustration = @illustration_india
			requires_dlc_flag = holy_buildings
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = { "dharmic_gfx" }
			graphical_cultures = { tibetan_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
		}

		#General:
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_temple_04_mesh"
			illustration = @illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
			graphical_faiths = {
				"dharmic_gfx"
				#DLC Fallbacks:
				sinitic_gfx shinto_gfx
			}
			graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
				iranian_building_gfx african_building_gfx steppe_building_gfx
				east_slavic_building_gfx caucasian_building_gfx
				western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
				arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
				#DLC Fallbacks:
				southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
		}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					scope:holder.culture = {
						has_cultural_parameter = temple_next_level
					}
				}
			}
			scope:holder.culture = {
				has_innovation = innovation_cranes
			}
		}
		trigger_else = {
			scope:holder.culture = {
				has_cultural_parameter = temple_next_level
				has_innovation = innovation_windmills
			}
		}
	}
	cost_gold = main_building_tier_4_cost

	levy = normal_building_levy_tier_8
	max_garrison = good_building_max_garrison_tier_6
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_7
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_4
		tax_per_piety_level = super_poor_building_tax_tier_7
		fort_level = good_building_fort_level_tier_4
		stationed_maa_damage_mult_per_piety_level = 0.07
		stationed_maa_toughness_mult_per_piety_level = 0.07
		travel_danger = -16
	}
	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_culture_modifier = {
		parameter = temple_citadel_fort_level_bonus
		fort_level = 4
	}
	
	county_culture_modifier = {
		parameter = temple_citadel_control_bonus
		monthly_county_control_growth_add = 0.4
	}

	province_culture_modifier = {
		parameter = castle_fortifications_increase
		defender_holding_advantage = 15
	}

	province_government_modifier = {
		parameter = government_is_mandala
		monthly_county_control_growth_factor = 0.2
	}

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

	character_government_modifier = {
		parameter = government_is_mandala
		monthly_piety_from_buildings_mult = 0.2
		monthly_piety = 0.6
	}

	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
	}

	flag = temple_citadel

	on_complete = {
		county.holder = {
			if = {
				limit = {
					culture = {
						has_cultural_parameter = renown_from_temple_construction
					}
					exists = dynasty
				}
				dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
			}
			if = {
				limit = {
					culture = {
						has_cultural_parameter = more_fervor_on_church_construction
					}
				}
				faith = {
					change_fervor = {
						value = 2
						desc = fervor_gain_upgraded_temple_holding_culture_parameter
					}
				}
			}
		}	
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = zealot
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = zealot_vassal_approves_holding_upgrade

				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = zealot
						}
						add_opinion = {
							target = prev
							modifier = zealot_approves_temple_upgrade_opinion
						}
					}
				}
			}
		}
		scope:character = {
			if = {
				limit = { government_has_flag = government_is_mandala }
				mandala_upgraded_temple_holding_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
		}
	}
}

####
#
# Temple Citadel Buildings
#
####

### Citadel Shrine

citadel_shrine_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = temple_citadel_01
		
		scope:holder = { government_has_flag = government_is_mandala }
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1

	character_modifier = {
		monthly_piety = 0.05
		monthly_prestige = 0.05
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_1
		stationed_maa_damage_mult_per_piety_level = 0.01
		stationed_maa_toughness_mult_per_piety_level = 0.01
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_02

	type_icon = "icon_structure_citadel_shrine.dds"

	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_tier_1_pious_building_preference_modifier = yes
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
		modifier = {
			factor = 5
			free_building_slots <= 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
		culture_likely_to_fortify_modifier = yes
	}
}

citadel_shrine_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = temple_citadel_01
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_city_planning
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2

	character_modifier = {
		monthly_piety = 0.1
		monthly_prestige = 0.1
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_2
		stationed_maa_damage_mult_per_piety_level = 0.02
		stationed_maa_toughness_mult_per_piety_level = 0.02
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_03
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

citadel_shrine_03 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_02
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_manorialism
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost
	
	levy = normal_building_levy_tier_3

	character_modifier = {
		monthly_piety = 0.15
		monthly_prestige = 0.15
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_3
		stationed_maa_damage_mult_per_piety_level = 0.04
		stationed_maa_toughness_mult_per_piety_level = 0.04
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_04
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

citadel_shrine_04 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_02
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_manorialism
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost
	
	levy = normal_building_levy_tier_4

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.2
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_4
		stationed_maa_damage_mult_per_piety_level = 0.05
		stationed_maa_toughness_mult_per_piety_level = 0.05
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_05
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

citadel_shrine_05 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_03
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_windmills
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	levy = normal_building_levy_tier_5

	character_modifier = {
		monthly_piety = 0.25
		monthly_prestige = 0.25
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_5
		stationed_maa_damage_mult_per_piety_level = 0.06
		stationed_maa_toughness_mult_per_piety_level = 0.06
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_06
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

citadel_shrine_06 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_03
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_windmills
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	levy = normal_building_levy_tier_6

	character_modifier = {
		monthly_piety = 0.3
		monthly_prestige = 0.3
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_6
		stationed_maa_damage_mult_per_piety_level = 0.07
		stationed_maa_toughness_mult_per_piety_level = 0.07
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_07
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

citadel_shrine_07 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_04
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_cranes
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	levy = normal_building_levy_tier_7

	character_modifier = {
		monthly_piety = 0.35
		monthly_prestige = 0.35
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_7
		stationed_maa_damage_mult_per_piety_level = 0.08
		stationed_maa_toughness_mult_per_piety_level = 0.08
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = citadel_shrine_08
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

citadel_shrine_08 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_03
		scope:holder = { government_has_flag = government_is_mandala }
		culture = {
			has_innovation = innovation_cranes
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	levy = normal_building_levy_tier_8

	character_modifier = {
		monthly_piety = 0.4
		monthly_prestige = 0.4
	}

	province_modifier = {
		fort_level = normal_building_fort_level_tier_8
		stationed_maa_damage_mult_per_piety_level = 0.1
		stationed_maa_toughness_mult_per_piety_level = 0.1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}


### Sacred Pool

sacred_pool_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = temple_citadel_01
		scope:holder = { government_has_flag = government_is_mandala }
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_1_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.01
	}

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_1
		tax_per_piety_level = super_poor_building_tax_tier_1
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.01
		development_growth_factor = normal_building_development_growth_factor_tier_1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_02

	type_icon = "icon_structure_sacred_pool.dds"

	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_tier_1_pious_building_preference_modifier = yes
		modifier = {
			factor = 2
			free_building_slots <= 1
		}
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_cereal_fields_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cereal_fields_01
			}
		}
	}
}

sacred_pool_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = temple_citadel_01
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			scope:holder.culture = {
				has_innovation = innovation_city_planning
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_2_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.02
	}

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_2
		tax_per_piety_level = super_poor_building_tax_tier_2
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.02
		development_growth_factor = normal_building_development_growth_factor_tier_2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_03
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

sacred_pool_03 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_02
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
			scope:holder.culture = {
				has_innovation = innovation_city_planning
			}
		}
		
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.03
	}

	county_modifier = {
		county_opinion_add = 10
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_3
		tax_per_piety_level = super_poor_building_tax_tier_3
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.03
		development_growth_factor = normal_building_development_growth_factor_tier_3
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_04
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

sacred_pool_04 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_02
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
			scope:holder.culture = {
				has_innovation = innovation_city_planning
			}
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.04
	}

	county_modifier = {
		county_opinion_add = 10
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_4
		tax_per_piety_level = super_poor_building_tax_tier_4
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.04
		development_growth_factor = normal_building_development_growth_factor_tier_4
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_05
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

sacred_pool_05 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_03
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			culture = {
				has_innovation = innovation_windmills
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
			scope:holder.culture = {
				has_innovation = innovation_manorialism
			}
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.05
	}

	county_modifier = {
		county_opinion_add = 15
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_5
		tax_per_piety_level = super_poor_building_tax_tier_5
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.05
		development_growth_factor = normal_building_development_growth_factor_tier_5
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_06
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

sacred_pool_06 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_03
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			culture = {
				has_innovation = innovation_windmills
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
			scope:holder.culture = {
				has_innovation = innovation_manorialism
			}
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.06
	}

	county_modifier = {
		county_opinion_add = 15
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_6
		tax_per_piety_level = super_poor_building_tax_tier_6
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.06
		development_growth_factor = normal_building_development_growth_factor_tier_6
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_07
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

sacred_pool_07 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_04
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
			scope:holder.culture = {
				has_innovation = innovation_windmills
			}
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.07
	}

	county_modifier = {
		county_opinion_add = 20
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_7
		tax_per_piety_level = super_poor_building_tax_tier_7
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.07
		development_growth_factor = normal_building_development_growth_factor_tier_7
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = sacred_pool_08
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

sacred_pool_08 = {
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = temple_citadel_03
		scope:holder = { government_has_flag = government_is_mandala }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = may_build_sacred_pools_ahead_of_time
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = may_build_sacred_pools_ahead_of_time
			}
			scope:holder.culture = {
				has_innovation = innovation_windmills
			}
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost

	character_modifier = {
		monthly_piety_gain_mult = 0.08
	}

	county_modifier = {
		county_opinion_add = 20
	}

	province_modifier = {
		defender_holding_advantage = poor_building_advantage_tier_8
		tax_per_piety_level = super_poor_building_tax_tier_8
	}

	county_culture_modifier = {
		parameter = sacred_pool_additional_bonuses
		build_gold_cost = -0.08
		development_growth_factor = normal_building_development_growth_factor_tier_8
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}


### Vihara Halls

vihara_halls_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_01
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_1_cost
	
	levy = small_building_levy_tier_1

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.05
		legitimacy_gain_mult = 0.01
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.1
		development_growth = low_building_development_growth_tier_1
	}

	character_modifier = {
		monthly_piety = 0.1
		monthly_dynasty_prestige = 0.01
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_02

	type_icon = "icon_structure_vihara_halls.dds"

	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_tier_1_pious_building_preference_modifier = yes	
		modifier = {
			factor = 2
			free_building_slots <= 1
		}
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_cereal_fields_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cereal_fields_01
			}
		}
	}
}

vihara_halls_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_01
		culture = {
			has_innovation = innovation_city_planning
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_2_cost
	
	levy = small_building_levy_tier_2

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.1
		legitimacy_gain_mult = 0.02
	}

	character_modifier = {
		monthly_piety = 0.2
		monthly_dynasty_prestige = 0.02
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.2
		development_growth = low_building_development_growth_tier_2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_03
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

vihara_halls_03 = {
	construction_time = standard_construction_time

	can_construct = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_02
		culture = {
			has_innovation = innovation_manorialism
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost
	
	levy = small_building_levy_tier_3

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.15
		legitimacy_gain_mult = 0.03
	}

	character_modifier = {
		monthly_piety = 0.3
		monthly_dynasty_prestige = 0.03
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.3
		development_growth = low_building_development_growth_tier_3
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_04
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

vihara_halls_04 = {
	construction_time = standard_construction_time

	can_construct = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_02
		culture = {
			has_innovation = innovation_manorialism
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost
	
	levy = small_building_levy_tier_4

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.2
		legitimacy_gain_mult = 0.04
	}

	character_modifier = {
		monthly_piety = 0.4
		monthly_dynasty_prestige = 0.04
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.4
		development_growth = low_building_development_growth_tier_4
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_05
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

vihara_halls_05 = {
	construction_time = standard_construction_time

	can_construct = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_03
		culture = {
			has_innovation = innovation_windmills
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	levy = small_building_levy_tier_5

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.25
		legitimacy_gain_mult = 0.05
	}

	character_modifier = {
		monthly_piety = 0.5
		monthly_dynasty_prestige = 0.05
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.5
		development_growth = low_building_development_growth_tier_5
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_06
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

vihara_halls_06 = {
	construction_time = standard_construction_time

	can_construct = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_03
		culture = {
			has_innovation = innovation_windmills
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	levy = small_building_levy_tier_6

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.3
		legitimacy_gain_mult = 0.06
	}

	character_modifier = {
		monthly_piety = 0.6
		monthly_dynasty_prestige = 0.06
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.6
		development_growth = low_building_development_growth_tier_6
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_07
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

vihara_halls_07 = {
	construction_time = standard_construction_time

	can_construct = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_04
		culture = {
			has_innovation = innovation_cranes
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	levy = small_building_levy_tier_7

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.35
		legitimacy_gain_mult = 0.07
	}

	character_modifier = {
		monthly_piety = 0.7
		monthly_dynasty_prestige = 0.07
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.7
		development_growth = low_building_development_growth_tier_7
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	next_building = vihara_halls_08
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

vihara_halls_08 = {
	construction_time = standard_construction_time

	can_construct = {
		scope:holder = { government_has_flag = government_is_mandala }
		has_building_or_higher = temple_citadel_03
		culture = {
			has_innovation = innovation_cranes
		}
		has_dlc = "All Under Heaven"
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	levy = small_building_levy_tier_8

	county_holder_character_modifier = {
		owned_legend_spread_mult = 0.4
		legitimacy_gain_mult = 0.08
	}

	character_modifier = {
		monthly_piety = 0.8
		monthly_dynasty_prestige = 0.08
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.8
		development_growth = low_building_development_growth_tier_8
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_building_effect = yes
	}

	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}
