@holding_illustration_western = "gfx/interface/illustrations/holding_types/city_western.dds"
@holding_illustration_india = "gfx/interface/illustrations/holding_types/city_india.dds"
@holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_tgp_city_se_asia.dds"
@holding_illustration_china = "gfx/interface/illustrations/holding_types/tgp_city_china.dds"
@holding_illustration_japan = "gfx/interface/illustrations/holding_types/tgp_city_japan.dds"
@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/city_mediterranean.dds"
@holding_illustration_mena = "gfx/interface/illustrations/holding_types/city_mena.dds"
@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_city_norse.dds"
@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_city_iberian.dds"
@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_city_iranian.dds"
@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_city_byzantine.dds"
@holding_illustration_trosky = "gfx/interface/illustrations/holding_types/kcd_castle_trosky.dds"

city_01 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_a_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_mena_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_mediterranean_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_indian_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_city_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_01_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_01_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_india }
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_city_01_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_byzantine
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Southeast Asia
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_city_01_a_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia  }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_city_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

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

		#Steppe Main rule - MENA Cities
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}
		#Steppe - East Asia - East Asian Cities
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}
		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}
		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_a_mesh"
				"western_city_01_b_mesh"
				"western_city_01_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western;
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_a_mesh"
				"western_city_01_b_mesh"
				"western_city_01_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_mena_a_mesh"
				"western_city_01_mena_b_mesh"
				"western_city_01_mena_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_indian_a_mesh"
				"western_city_01_indian_b_mesh"
				"western_city_01_indian_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_mediterranean_a_mesh"
				"western_city_01_mediterranean_b_mesh"
				"western_city_01_mediterranean_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_western_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_indian_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_mediterranean_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		### INDIAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_western_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mena_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mediterranean_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_western_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_mena_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_indian_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_a_mesh"
				"western_city_01_b_mesh"
				"western_city_01_c_mesh"
			}
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			provinces = { 4134 }
		}

	}

	can_construct_potential = {
		barony_cannot_construct_holding = no
	}

	can_construct = {
		culture = {
			has_innovation = innovation_city_planning
		}
	}

	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

	levy = poor_building_levy_tier_2
	max_garrison = normal_building_max_garrison_tier_1
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
	province_modifier = {
		monthly_income = good_building_tax_tier_2
		travel_danger = -10
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 0.25
		tax_mult = 0.01
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 5
	}

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

	
	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.05
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

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

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 2
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -1
	}

	
	flag = city
	next_building = city_02

	type_icon = "icon_building_guild_halls.dds"

	on_complete = {
		county.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_construction
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_construction_opinion
						}
					}
				}
			}
		}
		#Mandala Creator Aspect
		creator_mandala_built_regular_holding_piety_effect = yes
		
		# Building Oath
		hidden_effect = {
			if = {
				limit = {
					county.holder = {
						has_character_modifier = oath_of_buildings
					}
				}
				county.holder = { save_scope_as = holder }
				add_random_economic_building_effect = yes
				add_random_military_building_effect = yes
				add_random_fortification_building_effect = yes
			}
		}
	}

	ai_value = {
		base = 0
		modifier = {
			add = 100
			scope:holder = {
				domain_limit_available < 1
			}
		}
		modifier = {
			factor = 0
			scope:holder = {
				government_has_flag = government_is_theocracy
			}
		}
		modifier = {
			add = 50
			county = {
				NOT = {
					any_county_province = {
						has_building_or_higher = city_01
					}
				}
			}
		}
		modifier = {
			factor = 5
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
	}
}

city_02 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_a_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_mena_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_mediterranean_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_01_indian_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_city_01_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_01_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_01_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_india }
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_city_01_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_byzantine
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Southeast Asia
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_city_01_a_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia  }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_city_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

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

		#Steppe Main rule - MENA Cities
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}
		#Steppe - East Asia - East Asian Cities
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_01_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}
		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}
		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_a_mesh"
				"western_city_01_b_mesh"
				"western_city_01_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western;
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_a_mesh"
				"western_city_01_b_mesh"
				"western_city_01_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_mena_a_mesh"
				"western_city_01_mena_b_mesh"
				"western_city_01_mena_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_indian_a_mesh"
				"western_city_01_indian_b_mesh"
				"western_city_01_indian_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_mediterranean_a_mesh"
				"western_city_01_mediterranean_b_mesh"
				"western_city_01_mediterranean_c_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_western_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_indian_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_01_mediterranean_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		### INDIAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_western_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mena_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_01_mediterranean_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_western_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_mena_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_indian_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_01_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			names = {
				"western_city_01_a_mesh"
				"western_city_01_b_mesh"
				"western_city_01_c_mesh"
			}
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
			provinces = { 4134 }
		}

	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_cities
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_cities
			}
		}	
	}
	cost_gold = main_building_tier_2_cost

	levy = poor_building_levy_tier_4
	max_garrison = normal_building_max_garrison_tier_2
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
	province_modifier = {
		monthly_income = good_building_tax_tier_4
		travel_danger = -12
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 0.5
		tax_mult = 0.02
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 10
	}

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

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.1
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

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

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 3
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -2
	}
	flag = city
	next_building = city_03

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
		#Mandala Creator Aspect
		creator_mandala_upgraded_regular_holding_piety_effect = yes
	}
	ai_value = {
		base = 6
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.1
			free_building_slots >= 1
		}
		modifier = {
			factor = 0.3
			years_from_game_start <= 0.01
		}
	}
}

city_03 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_a_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_mena_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_mediterranean_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_indian_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_city_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_02_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_02_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_india }
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_city_02_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_byzantine
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Southeast Asia
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_city_02_a_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia  }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_city_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

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

		#Steppe Main rule - MENA Cities
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}
		#Steppe - East Asia - East Asian Cities
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}
		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}
		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western;
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mena_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_indian_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mediterranean_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_western_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 20 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_indian_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_mediterranean_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		### INDIAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_western_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mena_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mediterranean_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_western_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_mena_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_indian_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mesh"
			}
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			provinces = { 4134 }
		}

	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_cities
					}
				}
			}
			culture = {
				has_innovation = innovation_windmills
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_cities
			}
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	cost_gold = main_building_tier_3_cost
	next_building = city_04

	levy = poor_building_levy_tier_6
	max_garrison = normal_building_max_garrison_tier_3
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
	province_modifier = {
		monthly_income = good_building_tax_tier_6
		travel_danger = -14
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 0.75
		tax_mult = 0.03
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 15
	}


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

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.15
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

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

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 4
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -4
	}
	flag = city

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
		#Mandala Creator Aspect
		creator_mandala_upgraded_regular_holding_piety_effect = yes
	}
	ai_value = {
		base = 5
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
	}
}

city_04 = {
	construction_time = slow_construction_time

	assets = {
		### FP1 Norse ###
		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_a_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_mena_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mena }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_mediterranean_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_city_02_indian_mesh"
			}
			requires_dlc_flag = the_northern_lords
			illustration = @holding_illustration_norse
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { norse_building_gfx }
			graphical_regions = { graphical_india }
		}

		### FP2 Iberian ###
		asset = {
			type = pdxmesh
			name = "fp2_building_iberian_city_02_mesh"
			requires_dlc_flag = the_fate_of_iberia
			illustration = @holding_illustration_iberian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iberian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		### FP3 Iranian ###
		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_02_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #4
		}

		asset = {
			type = pdxmesh
			name = "fp3_building_persian_city_02_a_01_mesh"
			requires_dlc_flag = legacy_of_persia
			illustration = @holding_illustration_iranian
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { iranian_building_gfx }
			graphical_regions = { graphical_india }
		}

		### EP3 Byzantine ###
		asset = {
			type = pdxmesh
			name = "ep3_byzantine_city_02_mesh"
			requires_dlc_flag = roads_to_power
			illustration = @holding_illustration_byzantine
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { byzantine_building_gfx caucasian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP Southeast Asia
		asset = {
			type = pdxmesh
			name = "tgp_building_se_asia_city_02_a_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/sea_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { southeast_asian_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}
		# TGP China
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { chinese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia  }
		}
		# TGP Japan
		asset = {
			type = pdxmesh
			name = "tgp_building_japanese_city_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_japan
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/japanese_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { japanese_building_gfx }
			graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
		}

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

		#Steppe Main rule - MENA Cities
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_siberia graphical_steppe graphical_mena } #Use MENA in, MENA, Siberia and Steppe regions
		}
		#Steppe - East Asia - East Asian Cities
		asset = {
			type = pdxmesh
			name = "tgp_building_chinese_city_02_mesh"
			requires_dlc_flag = all_under_heaven
			illustration = @holding_illustration_china
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/chinese_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_east_asia } #Use East Asian in East Asia
		}
		#Steppe - South Asia, includes East Asia if you lack TGP
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_india graphical_east_asia }
		}
		#Steppe - Mediterranean graphical_mediterranean
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_mediterranean }
		}

		#Steppe - Western World
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = { steppe_building_gfx }
			graphical_regions = { graphical_western }
		}

		#Base Looks - Also acts as Fallbacks without DLC

		#Western;
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mena_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_indian_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mediterranean_mesh"
			}
			illustration = @holding_illustration_western
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				western_building_gfx
				#DLC Fallbacks:
				norse_building_gfx east_slavic_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MENA ###
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_western_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 20 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_indian_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_city_02_mediterranean_mesh"
			}
			illustration = @holding_illustration_mena
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mena_building_gfx arabic_group_building_gfx berber_group_building_gfx african_building_gfx
				#DLC Fallback:
				iranian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}
		### INDIAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_western_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_western graphical_steppe graphical_siberia } #+4
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mena_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_india graphical_east_asia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_city_02_mediterranean_mesh"
			}
			illustration = @holding_illustration_india
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				indian_building_gfx tibetan_building_gfx
				#DLC Fallback:
				southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
			}
			graphical_regions = { graphical_mediterranean }
		}

		### MEDITERRANEAN ###
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_western_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = {  graphical_western graphical_steppe graphical_east_asia graphical_siberia }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_mena_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mena }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_indian_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_india }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mediterranean_city_02_mesh"
			}
			illustration = @holding_illustration_mediterranean
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
			graphical_cultures = {
				mediterranean_building_gfx
				#DLC Fallbacks:
				iberian_building_gfx byzantine_building_gfx caucasian_building_gfx 
			}
			graphical_regions = { graphical_mediterranean }
		}
		## Trosky ##
		asset = {
			type = pdxmesh
			names = {
				"building_western_city_02_mesh"
			}
			illustration = @holding_illustration_trosky
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
			provinces = { 4134 }
		}

	}

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_cities
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_cities
			}
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	cost_gold = main_building_tier_4_cost

	levy = poor_building_levy_tier_8
	max_garrison = normal_building_max_garrison_tier_7
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
	province_modifier = {
		monthly_income = good_building_tax_tier_8
		travel_danger = -16
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 1
		tax_mult = 0.04
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 20
	}

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

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.2
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

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

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 5
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	
	county_culture_modifier = {
		parameter = use_farmer_republics
		county_fertility_decline_add = -4
	}
	flag = city

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						vassal_stance = parochial
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
		#Mandala Creator Aspect
		creator_mandala_upgraded_regular_holding_piety_effect = yes
	}
	ai_value = {
		base = 4
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
	}
}


####
#
# City Buildings
#
####

### Guild Halls

guild_halls_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = city_01
	}

	cost_gold = normal_building_tier_1_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_1
	}
	county_modifier = {
		development_growth_factor = 0.05
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	
	
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.1
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 0.2
	}
	
	
	next_building = guild_halls_02

	type_icon = "icon_building_guild_halls.dds"

	ai_value = {
		base = 500
		ai_tier_1_building_modifier = yes
		modifier = {
			add = 500
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = city_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		culture = {
			trigger_if = {
				limit = {
					NOT = { has_cultural_parameter = next_level_guild_halls }
				}
				has_innovation = innovation_crop_rotation
			}
		}
	}

	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_2
	}
	county_modifier = {
		development_growth_factor = 0.1
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.2
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 0.4
	}
	
	next_building = guild_halls_03
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

guild_halls_03 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
			has_building_or_higher = city_02
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_crop_rotation
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_01
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_3
	}
	county_modifier = {
		development_growth_factor = 0.15
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.3
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 0.6
	}
	

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = guild_halls_04
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

guild_halls_04 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
			has_building_or_higher = city_02

		}
		trigger_else = {
			culture = {
				has_innovation = innovation_crop_rotation
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_01
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_4
	}
	county_modifier = {
		development_growth_factor = 0.2
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.4
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 0.8
	}
	

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = guild_halls_05
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

guild_halls_05 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_guilds
			}
			has_building_or_higher = city_03
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_manorialism
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_02
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_5
	}
	county_modifier = {
		development_growth_factor = 0.25
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.5
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 1
	}
	

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = guild_halls_06
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

guild_halls_06 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_guilds
			}
			has_building_or_higher = city_03
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_manorialism
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_02
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_6
	}
	county_modifier = {
		development_growth_factor = 0.3
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.6
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 1.2
	}
	

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = guild_halls_07
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

guild_halls_07 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
			has_building_or_higher = city_04
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_guilds
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_03
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_7
	}
	county_modifier = {
		development_growth_factor = 0.35
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.7
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 1.4
	}
	

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = guild_halls_08
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

guild_halls_08 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
			has_building_or_higher = city_04
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_guilds
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_03
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_8
	}
	county_modifier = {
		development_growth_factor = 0.4
	}
	province_government_modifier = {
		parameter = government_is_prepublic
		monthly_barter_goods = 0.8
	}
	province_government_modifier = {
		parameter = government_is_urepublic
		monthly_barter_goods = 1.6
	}
	

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

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