########################################
# EUROPA
########################################

##########
# Leuven University
##########

leuven_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

	can_construct_potential = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >=30
		}
	}

	cost_gold = 1500

	effect_desc = {
		desc = unlocks_building_desc
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = university_toto_effect_desc
		}
		triggered_desc = {
			trigger = { has_dlc_feature = royal_court }
			desc = university_roco_effect_desc
		}
		desc = university_effect_desc
	}

	county_holder_character_modifier = {
		learning_per_prestige_level = 1
		monthly_dynasty_prestige = 0.30
		prestige_level_impact_mult = 0.15
		monthly_lifestyle_xp_gain_mult = 0.15
		cultural_head_fascination_mult = 0.05
	}

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Court of Europa
##########

court_of_europa_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_despot_palace.dds"

	can_construct_potential = {
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_manorialism }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 750

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.25
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige = 0.25
		legitimacy_gain_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.15
		hostile_raid_time = 0.25
	}

	province_modifier = {
		monthly_income = 2
		fort_level = 2
		garrison_size = 0.50
		defender_holding_advantage = 3
		travel_danger = -15
	}

	next_building = court_of_europa_02

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

court_of_europa_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_despot_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_windmills }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 2000

	county_holder_character_modifier = {
		diplomacy_per_prestige_level = 1
		monthly_lifestyle_xp_gain_mult = 0.10
		monthly_dynasty_prestige = 0.50
		monthly_dynasty_prestige_mult = 0.10
		monthly_prestige = 0.50
		legitimacy_gain_mult = 0.15
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.20
		development_growth_factor = 0.25
		hostile_raid_time = 0.75
	}

	province_modifier = {
		monthly_income = 3.50
		fort_level = 5
		garrison_size = 1
		defender_holding_advantage = 5
		travel_danger = -20
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Walls of Nijmegen
##########

walls_of_nijmegen_01 = {

	construction_time = very_slow_construction_time

	type_icon = "toledo.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_mottes }
		building_requirement_tribal = no
	}

	cost_gold = 500

	county_modifier = {
		hostile_raid_time = 0.35
		development_growth_factor = 0.15
		development_growth = 0.15
	}

	province_modifier = {
		monthly_income = 0.75
		fort_level = 2
		defender_holding_advantage = 2
		garrison_size = 0.15
		travel_danger = -15
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Port of Amsterdam
##########

port_of_amsterdam_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_manorialism }
		scope:holder = { highest_held_title_tier >= tier_duchy }
	}

	cost_gold = 500

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1.50
	}

	next_building = port_of_amsterdam_02

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_amsterdam_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	cost_gold = 1000

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 4
	}

	next_building = port_of_amsterdam_03

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_amsterdam_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	cost_gold = 2000

county_holder_character_modifier = {
		stewardship_per_prestige_level = 1
		embarkation_cost_mult = -0.20
		naval_movement_speed_mult = 0.20
	}

	county_modifier = {
		tax_mult = 0.35
		development_growth = 0.25
		development_growth_factor = 0.35
	}

	province_modifier = {
		monthly_income = 9
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Port of Antwerpen
##########

port_of_antwerpen_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_manorialism }
		scope:holder = { highest_held_title_tier >= tier_duchy }
	}

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1
	}

	next_building = port_of_antwerpen_02

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_antwerpen_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 3
	}

	next_building = port_of_antwerpen_03

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_antwerpen_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	cost_gold = 1500

    county_holder_character_modifier = {
		stewardship_per_prestige_level = 1
		embarkation_cost_mult = -0.20
		naval_movement_speed_mult = 0.20
	}

	county_modifier = {
		tax_mult = 0.35
		development_growth = 0.25
		development_growth_factor = 0.35
	}

	province_modifier = {
		monthly_income = 7.50
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Zone Rouge - Area filled with unexlpoded munition and other dangerous things left from WW1, as of today its still dangerous and decomposing might take a few thousand years ; cannot be properly cleared without modern equipment
##########

zone_rouge_01 = {

	construction_time = very_slow_construction_time

	type_icon = "domicile_personal_chamber_yurt.dds"

	can_construct_potential = {
		
	}

	cost_gold = 50

	county_modifier = {
		development_growth_factor = -0.05
		tax_mult = -0.05
		county_opinion_add = -5
	}

	province_modifier = {
		travel_danger = 10
		defender_holding_advantage = 1
		holding_build_gold_cost = 0.1
		build_gold_cost = 0.1
		build_speed = 0.1
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Verdun Memorial
##########

verdun_memorial_01 = {

	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_wawel_cathedral.dds"

	can_construct_potential = {
		scope:holder = {
			OR = { religion = religion:europeanist_religion }
		}
	}

	is_enabled = {
		scope:holder = {
			OR = { religion = religion:europeanist_religion }
		}
	}

	cost_gold = 750

	county_holder_character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		holy_order_hire_cost_mult = -0.10
		clergy_opinion = 5
	}

	county_modifier = {
		tax_mult = 0.15
		development_growth_factor = 0.15
		development_growth = 0.1
		county_opinion_add = 5
	}

	province_modifier = {
		monthly_income = 1.50
	}

	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_religious
}

########################################
# FRANCE
########################################

##########
# Tour Eiffel  / Eiffel Tower - only the first story remain, due to technology wont be able to be reconstructed, only maintained
##########

tour_eiffel_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "tour_eiffel.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_prestige = 1
		monthly_piety_gain_mult = 0.1
		monthly_dynasty_prestige = 0.25
		monthly_dynasty_prestige_mult = 0.05
		legitimacy_gain_mult = 0.05
		diplomacy_per_prestige_level = 1
	}

	county_modifier = {
		tax_mult = 0.2
		development_growth = 0.25
		development_growth_factor = 0.2
		county_opinion_add = 10
	}

	province_modifier = {
		monthly_income = 2
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Napoleon's line - series of repurposed Napoleonic forts near Paris (mostly constructed post-event)
##########

napoleon_line_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_visby_ringmur.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

	county_modifier = {
		hostile_raid_time = 0.25
		development_growth_factor = 0.10
		development_growth = 0.10
	}

	province_modifier = {
		monthly_income = 0.50
		fort_level = 2
		defender_holding_advantage = 2
		garrison_size = 0.25
		travel_danger = -10
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = napoleon_line_02

	type = special

	flag = travel_point_of_interest_martial
}

napoleon_line_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_york_walls.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		highest_held_title_tier >= tier_duchy
	}

	cost_gold = 1500

	county_holder_character_modifier = {
		martial_per_prestige_level = 1
	}

	county_modifier = {
		hostile_raid_time = 0.5
		development_growth_factor = 0.20
		development_growth = 0.20
		county_opinion_add = 10
	}

	province_modifier = {
		monthly_income = 1.50
		fort_level = 5
		defender_holding_advantage = 5
		garrison_size = 0.35
		travel_danger = -20
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Palace of Versailles - mostly broken down and most of the gold was robbed
##########

palace_versailles_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_bailiffs }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.15
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige = 0.20
		courtly_tax_contribution_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 1
	}

	next_building = palace_versailles_02

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

palace_versailles_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_guilds }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.25
		monthly_dynasty_prestige_mult = 0.1
		monthly_prestige = 0.35
		legitimacy_gain_mult = 0.05
		courtly_tax_contribution_mult = 0.10
		diplomacy_per_prestige_level = 1
	}

	county_modifier = {
		tax_mult = 0.15
		development_growth = 0.15
		development_growth_factor = 0.20
		county_opinion_add = 5
	}

	province_modifier = {
		monthly_income = 2
	}

	next_building = palace_versailles_03

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

palace_versailles_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_noblesse_oblige}
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 2000

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.35
		monthly_dynasty_prestige_mult = 0.15
		monthly_prestige = 0.50
		legitimacy_gain_mult = 0.10
		courtly_tax_contribution_mult = 0.15
		diplomacy_per_prestige_level = 1
	}

	county_modifier = {
		tax_mult = 0.25
		development_growth = 0.25
		development_growth_factor = 0.30
		county_opinion_add = 10
	}

	province_modifier = {
		monthly_income = 3.50
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Port of Calais
##########

port_of_calais_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_manorialism }
		scope:holder = { highest_held_title_tier >= tier_duchy }
	}

	cost_gold = 500

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1.50
	}

	next_building = port_of_calais_02

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_calais_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	cost_gold = 1000

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 4
	}

	next_building = port_of_calais_03

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_calais_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	cost_gold = 2000

county_holder_character_modifier = {
		stewardship_per_prestige_level = 1
		embarkation_cost_mult = -0.20
		naval_movement_speed_mult = 0.20
	}

	county_modifier = {
		tax_mult = 0.35
		development_growth = 0.25
		development_growth_factor = 0.35
	}

	province_modifier = {
		monthly_income = 9
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Académie de l'Absurde - post-event university established by Isildur
##########

academie_labsurde_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cluny_abbey.dds"

	can_construct_potential = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >=30
		}
	}

	cost_gold = 1500

	effect_desc = {
		desc = unlocks_building_desc
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = university_toto_effect_desc
		}
		triggered_desc = {
			trigger = { has_dlc_feature = royal_court }
			desc = university_roco_effect_desc
		}
		desc = university_effect_desc
	}

	county_holder_character_modifier = {
		learning_per_prestige_level = 1
		monthly_dynasty_prestige = 0.30
		prestige_level_impact_mult = 0.15
		monthly_lifestyle_xp_gain_mult = 0.15
		cultural_head_fascination_mult = 0.05
	}

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Palace of Fontainebleau
##########

palace_fontainebleau_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_bailiffs }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.10
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige = 0.15
		courtly_tax_contribution_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.05
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 0.75
	}

	next_building = palace_fontainebleau_02

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

palace_fontainebleau_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_guilds }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 800

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.20
		monthly_dynasty_prestige_mult = 0.1
		monthly_prestige = 0.25
		legitimacy_gain_mult = 0.05
		courtly_tax_contribution_mult = 0.10
		diplomacy_per_prestige_level = 1
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.15
		development_growth_factor = 0.15
		county_opinion_add = 5
	}

	province_modifier = {
		monthly_income = 1.50
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# University of Montpellier
##########

montpellier_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

	can_construct_potential = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >=30
		}
	}

	cost_gold = 1500

	effect_desc = {
		desc = unlocks_building_desc
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = university_toto_effect_desc
		}
		triggered_desc = {
			trigger = { has_dlc_feature = royal_court }
			desc = university_roco_effect_desc
		}
		desc = university_effect_desc
	}

	county_holder_character_modifier = {
		learning_per_prestige_level = 1
		monthly_dynasty_prestige = 0.30
		prestige_level_impact_mult = 0.15
		monthly_lifestyle_xp_gain_mult = 0.1
		cultural_head_fascination_mult = 0.1
	}

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
	}

	province_modifier = {
		monthly_income = 0.50
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Statue of Isildur Bonaparte - in the og mod
##########

statue_isildur_01 = {

	asset = {
		type = pdxmesh
		name = "fp4_legendary_mediterranean_monument_01_a_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_statue.dds"

	is_enabled = {
		alw ays = yes
	}

	constrcution_time = very_slow_construction_time

	cost = {
		gold = 1000
	}

	character_modifier = {
		glory_hound_opinion = 5
		glory_hound_tax_contribution_mult = 0.05
		monthly_dynasty_prestige_mult = 0.1
		monthly_prestige_gain_mult = 0.2
	}

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		stationed_maa_damage_add = 20
		stationed_maa_damage_mult = 0.15
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Fourvière - historic core of the city of Lyon
##########

fourviere_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_jvari_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_piety = 0.25
		monthly_prestige = 0.25
	}

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
		tax_mult = 0.25
	}

	province_modifier = {
		monthly_income = 1
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_learning
}

##########
# Capitole de Toulouse - administrative center of Southern France
##########

capitole_toulouse_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_palace_of_achen.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

	county_holder_character_modifier = {
		diplomacy_per_prestige_level = 1
		monthly_prestige = 0.35
		legitimacy_gain_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.15
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1.50
		garrison_size = 0.15
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Château de Bretagne - center of Britanny ; post event
##########

chateau_bretagne_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige_gain_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 1
	}

	next_building = chateau_bretagne_02

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

chateau_bretagne_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_guilds }
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.10
		monthly_dynasty_prestige_mult = 0.15
		monthly_prestige_gain_mult = 0.15
		monthly_prestige = 0.25
		courtly_tax_contribution_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 2
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Fort de Bordeaux - post-event, large fort/naval fort
##########

fort_de_bordeaux_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_walls_of_genoa.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1500

    county_holder_character_modifier = {
		martial_per_prestige_level = 1
	}

	county_modifier = {
		tax_mult = 0.25
		development_growth = 0.20
		development_growth_factor = 0.25
		hostile_raid_time = 0.50
	}

	province_modifier = {
		monthly_income = 2.50
		fort_level = 4
		defender_holding_advantage = 5
		garrison_size = 0.20
		travel_danger = -15
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}


##########
# Fortified Port of Monaco
##########

fortified_port_of_monaco_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_manorialism }
		scope:holder = { highest_held_title_tier >= tier_duchy }
	}

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
		hostile_raid_time = 0.25
	}

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_monaco_02

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_monaco_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
		hostile_raid_time = 0.35
	}

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_monaco_03

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_monaco_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	cost_gold = 1500

    county_holder_character_modifier = {
		stewardship_per_prestige_level = 1
		embarkation_cost_mult = -0.20
		naval_movement_speed_mult = 0.20
	}

	county_modifier = {
		tax_mult = 0.35
		development_growth = 0.25
		development_growth_factor = 0.35
		hostile_raid_time = 0.50
	}

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		garrison_size = 0.25
		travel_danger = -20
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}


##########
# Port of La Rochelle
##########

port_of_la_rochelle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_manorialism }
		scope:holder = { highest_held_title_tier >= tier_duchy }
	}

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1
	}

	next_building = port_of_la_rochelle_02

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_la_rochelle_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 3
	}

	next_building = port_of_la_rochelle_03

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

port_of_la_rochelle_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	cost_gold = 1500

    county_holder_character_modifier = {
		stewardship_per_prestige_level = 1
		embarkation_cost_mult = -0.20
		naval_movement_speed_mult = 0.20
	}

	county_modifier = {
		tax_mult = 0.35
		development_growth = 0.25
		development_growth_factor = 0.35
	}

	province_modifier = {
		monthly_income = 7.50
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Mont-Saint-Michel
##########

mont_saint_michel_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_maiden_tower.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 750

	county_holder_character_modifier = {
		monthly_piety = 0.20
		holy_order_hire_cost_mult = -0.10
		clergy_opinion = 5
	}

	county_modifier = {
		tax_mult = 0.15
		development_growth = 0.15
		development_growth_factor = 0.15
		hostile_raid_time = 0.50
	}

	province_modifier = {
		monthly_income = 1.50
		fort_level = 4
		defender_holding_advantage = 5
		garrison_size = 0.15
		travel_danger = -20
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_religious
}


########################################
# IBERIA
########################################

##########
# Fortress Monastery of Andorra
##########

fortress_andorra_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_falak_ol_aflak_citadel.dds" 
	
	can_construct_potential = {
		scope:holder = {
			OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
		}
	}
	
	is_enabled = {
		scope:holder = {
			OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety_gain_mult = 0.1
		zealot_opinion = 5
	}
	
	county_modifier = {
		hostile_raid_time = 0.5
	}
	
	province_modifier = {
		fort_level = 4
		defender_holding_advantage = 4
		monthly_income = 1
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Statue of Clorinda - the spanish-morrocan tomboy hero of fame and fortune, saving the last bonaparte around the border
##########

statue_clorinda_01 = {

	asset = {
		type = pdxmesh
		name = "fp4_legendary_mediterranean_monument_01_a_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_statue.dds"

	is_enabled = {
		alw ays = yes
	}

	constrcution_time = very_slow_construction_time

	cost = {
		gold = 1000
	}

	character_modifier = {
		glory_hound_opinion = 5
		glory_hound_tax_contribution_mult = 0.05
		monthly_dynasty_prestige_mult = 0.1
		monthly_prestige_gain_mult = 0.2
	}

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		stationed_maa_damage_add = 20
		stationed_maa_damage_mult = 0.15
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

########################################
# ALPINREICH
########################################

##########
# Statue of Isildur Bonaparte - in the og mod
##########

statue_isildur_01 = {

	asset = {
		type = pdxmesh
		name = "fp4_legendary_mediterranean_monument_01_a_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_statue.dds"

	is_enabled = {
		alw ays = yes
	}

	constrcution_time = very_slow_construction_time

	cost = {
		gold = 1000
	}

	character_modifier = {
		glory_hound_opinion = 5
		glory_hound_tax_contribution_mult = 0.05
		monthly_dynasty_prestige_mult = 0.1
		monthly_prestige_gain_mult = 0.2
	}

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		stationed_maa_damage_add = 20
		stationed_maa_damage_mult = 0.15
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Fourvière - historic core of the city of Lyon
##########

fourviere_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_jvari_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_piety = 0.25
		monthly_prestige = 0.25
	}

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
		tax_mult = 0.25
	}

	province_modifier = {
		monthly_income = 1
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_learning
}

########################################
# ITALIA
########################################



########################################
# BRYTANNYA
########################################

##########
# Croke Park Stadium - one of the largest stadiums in Europe (Dublin)
##########

croke_park_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_kyz_kala.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 750

	county_modifier = {
		hostile_raid_time = 0.25
		county_opinion_add = 10
		tax_mult = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1.50
		fort_level = 2
		defender_holding_advantage = 3
		garrison_size = 0.10
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = croke_park_02

	type = special

	flag = travel_point_of_interest_martial
}

croke_park_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_kyz_kala.dds"

	can_construct_potential = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	cost_gold = 1500

	county_holder_character_modifier = {
		monthly_prestige_gain_mult = 0.10
		monthly_prestige = 0.25
		martial_per_prestige_level = 1
	}

	county_modifier = {
		hostile_raid_time = 0.50
		county_opinion_add = 20
		tax_mult = 0.20
		development_growth = 0.15
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 4
		fort_level = 5
		defender_holding_advantage = 6
		garrison_size = 0.25
		travel_danger = -10
	}

	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

########################################
# GERMANIA
########################################



########################################
# SCANDINAVIA
########################################