@yurt_main_construction_time_tier_2 = 180
@yurt_main_construction_time_tier_3 = 360
@yurt_main_construction_time_tier_4 = 520 
@yurt_main_construction_time_tier_5 = 600
@yurt_main_construction_time_tier_6 = 720

@yurt_external_construction_time_tier_1 = 90 
@yurt_external_construction_time_tier_2 = 180
@yurt_external_construction_time_tier_3 = 270 
@yurt_external_construction_time_tier_4 = 300 
@yurt_external_construction_time_tier_5 = 360 
@yurt_external_construction_time_tier_6 = 420

@yurt_internal_construction_time_tier_1 = 30
@yurt_internal_construction_time_tier_2 = 60
@yurt_internal_construction_time_tier_3 = 90
@yurt_internal_construction_time_tier_4 = 120
@yurt_internal_construction_time_tier_5 = 200
@yurt_internal_construction_time_tier_6 = 320


##################
# YURT BUILDINGS
##################

# yurt_main_0# - Main Nomad Domicile Building, fort level, domicile slots
# raid_main_yurt_0# - Main Yurt Internal Upgrade, raiding bonuses
# herd_conversion_main_yurt_0# - Main Yurt Internal Upgrade, Horde bonuses
# lifestyle_xp_yurt_0# - Main Yurt Internal Upgrade, lifestyle xp bonuses

# herd_welfare_yurt_0# - External Nomad Domicile Building, fertility, herd bonuses
# herd_capacity_yurt_0# - Herd Welfare Internal upgrade
# camel_yurt_0# - Herd Welfare Internal upgrade
# goat_yurt_0# - Herd Welfare Internal upgrade
# sheep_yurt_0# - Herd Welfare Internal upgrade

# character_warfare_yurt_0# - External Nomad Domicile Building, character focused warfare bonuses
# falconry_yurt_0# - Kheshig's Yurt Internal upgrade
# knight_yurt_0# - Kheshig's Yurt Internal upgrade
# commander_yurt_0# - Kheshig's Yurt Internal upgrade
# bodyguard_yurt_0 - Kheshig's Yurt Internal upgrade


# mass_warfare_yurt_0# - External Nomad Domicile Building, mass warfare bonuses
# lcav_yurt_0 - Khan's Tümen Yurt Internal upgrade
# foot_archer_yurt_0 - Khan's Tümen Yurt Internal upgrade
# merc_yurt_0 - Khan's Tümen Yurt Internal upgrade
# herd_conversion_yurt_0 - Khan's Tümen Yurt Internal upgrade
# raiding_yurt_0 - Khan's Tümen Yurt Internal upgrade

# diplomacy_yurt_0# - External Nomad Domicile Building, diplomacy, subject bonuses
# tributary_yurt_0 - Reception Yurt Internal upgrade
# vassal_yurt_0 - Reception Yurt Internal upgrade
#

# court_yurt_0# - External Nomad Domicile Building, court, courtiers, court positions bonuses
# secret_scheme_yurt_0#
# kurultai_yurt_0#
# feast_yurt_0#
# agent_dread_yurt_0#

# family_yurt_0# - External Nomad Domicile Building, close family and dynasty bonuses
# renown_gain_yurt_0
# wet_nurse_yurt_0
# personal_chamber_yurt_0
# recreation_chamber_yurt_0
# marriage_yurt_0

# mystical_yurt_0 - External Nomad Domicile Building, Court Astrologer, Court Physician, Piety bonuses
# astrologer_yurt_0
# physician_yurt_0
#

#trade_yurt_0 - External Nomad Domicile Building, Gold, Paiza bonuses
#paiza_yurt_0
#innovation_yurt_0
#merchant_yurt_0

##################
# MAIN YURT
##################

yurt_main_01 = {
	slot_type = main
	construction_time = 1
	internal_slots = 1
	allowed_domicile_types = { yurt }

	cost = {
		herd = 0
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 2
		domicile_monthly_prestige_add = 1
		domicile_monthly_gold_add = 0.25
		additional_fort_level = 1
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_main_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_02 = {
	slot_type = main
	internal_slots = 1
	construction_time = @yurt_main_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = yurt_main_01

	cost = {
		herd = yurt_main_building_herd_cost_tier_2
		gold = yurt_main_building_gold_cost_tier_2
		prestige = yurt_main_building_prestige_cost_tier_2
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		domicile_monthly_gold_add = 0.25
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_main_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_03 = {
	slot_type = main
	internal_slots = 2
	construction_time = @yurt_main_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = yurt_main_02

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_2_3_4_5
			OR = {
				has_realm_law = nomadic_authority_2
				has_realm_law = nomadic_authority_3
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_3
		gold = yurt_main_building_gold_cost_tier_3
		prestige = yurt_main_building_prestige_cost_tier_3
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_gold_add = 0.25
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		additional_fort_level = 1
		vassal_limit_max = 2
		herd_capacity_add = 1000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_4_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_04 = {
	slot_type = main
	internal_slots = 3
	construction_time = @yurt_main_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = yurt_main_03

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_3_4_5
			OR = {
				has_realm_law = nomadic_authority_3
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_4
		prestige = yurt_main_building_prestige_cost_tier_4
		gold = yurt_main_building_gold_cost_tier_4
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_gold_add = 0.25
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		additional_fort_level = 1
		vassal_limit_max = 2
		herd_capacity_add = 2000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_5_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_05 = {
	slot_type = main
	internal_slots = 4
	construction_time = @yurt_main_construction_time_tier_5
	allowed_domicile_types = { yurt }

	previous_building = yurt_main_04

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_3_4_5
			OR = {
				has_realm_law = nomadic_authority_3
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_5
		prestige = yurt_main_building_prestige_cost_tier_5
		gold = yurt_main_building_gold_cost_tier_5
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 1
		domicile_monthly_gold_add = 0.5
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		additional_fort_level = 2
		vassal_limit_max = 5
		herd_capacity_add = 2000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_6_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

yurt_main_06 = {
	slot_type = main
	internal_slots = 5
	construction_time = @yurt_main_construction_time_tier_6
	allowed_domicile_types = { yurt }

	previous_building = yurt_main_05

	can_construct = {
		custom_tooltip = {
			text = yurt_main_nomadic_authority_4_5
			OR = {
				has_realm_law = nomadic_authority_4
				has_realm_law = nomadic_authority_5
			}	
		}	
	}

	cost = {
		herd = yurt_main_building_herd_cost_tier_6
		prestige = yurt_main_building_prestige_cost_tier_6
		gold = yurt_main_building_gold_cost_tier_6
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.50
		additional_fort_level = 2
		domicile_monthly_prestige_add = 0.5
		herd_capacity_mult = 0.05
		vassal_limit_max = 5
		herd_capacity_add = 5000
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlocks_lvl_6_external_yurt_upgrades = yes
	}

	ai_value = {
		value = nomadic_capital_main_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_yurt_main.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

##################
# MAIN YURT INTERNAL YURTS

raid_main_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		max_loot_mult = 0.1
		movement_speed_land_raiding = 0.05
		herd_capacity_add = 200
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

raid_main_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raid_main_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		max_loot_mult = 0.1
		movement_speed_land_raiding = 0.05
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

raid_main_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raid_main_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		max_loot_mult = 0.1
		movement_speed_land_raiding = 0.05
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

raid_main_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raid_main_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		max_loot_mult = 0.1
		movement_speed_land_raiding = 0.05
		herd_capacity_add = 800
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

raid_main_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raid_main_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		max_loot_mult = 0.1
		movement_speed_land_raiding = 0.05
		herd_capacity_add = 1000
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

raid_main_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raid_main_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		max_loot_mult = 0.1
		movement_speed_land_raiding = 0.05
		herd_capacity_add = 1200
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raid_main_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_main_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		county_fertility_growth_mult = 0.02
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_main_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_main_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		county_fertility_growth_mult = 0.02
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_main_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_main_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		county_fertility_growth_mult = 0.06
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_main_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_main_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_main_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_main_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_main_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_main_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		county_fertility_growth_mult = 0.1
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

kurultai_main_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		main_yurt_kurultai_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

kurultai_main_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_main_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		main_yurt_kurultai_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
		domicile_monthly_prestige_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

kurultai_main_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_main_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		main_yurt_kurultai_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		domicile_monthly_prestige_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

kurultai_main_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_main_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		main_yurt_kurultai_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		domicile_monthly_prestige_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

kurultai_main_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_main_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		main_yurt_kurultai_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		domicile_monthly_prestige_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

kurultai_main_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_main_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		main_yurt_kurultai_bonus_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		domicile_monthly_prestige_mult = 0.10
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_conversion_main_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_conversion = 0.005
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_conversion_main_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_main_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_conversion = 0.005
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_conversion_main_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_main_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_conversion = 0.005
		herd_capacity_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_conversion_main_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_main_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_conversion = 0.005
		herd_capacity_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_conversion_main_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_main_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_conversion = 0.005
		herd_capacity_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

herd_conversion_main_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_main_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_conversion = 0.005
		herd_capacity_mult = 0.04
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

lifestyle_xp_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

lifestyle_xp_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lifestyle_xp_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

lifestyle_xp_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lifestyle_xp_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.03
		learning = 1
	}

	parameters = {
		nomad_yurt_better_children_education_outcomes_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

lifestyle_xp_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lifestyle_xp_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.03
	}

	parameters = {
		nomad_yurt_better_children_education_outcomes_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

lifestyle_xp_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lifestyle_xp_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.03
	}

	parameters = {
		nomad_yurt_better_children_education_outcomes_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

lifestyle_xp_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lifestyle_xp_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		monthly_lifestyle_xp_gain_mult = 0.05
		knight_effectiveness_per_learning = 0.001
	}

	parameters = {
		nomad_yurt_better_children_education_outcomes_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lifestyle_xp_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

fishing_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01
	
	can_construct = {
		custom_tooltip = {
			text = nomad_unlocked_fishing_yurt_flag_desc
			has_character_flag = nomad_unlocked_fishing_yurt_flag	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		character_capital_monthly_county_fertility_decline_add = -0.1
	}

	parameters = {
		fishing_yurt_riverside_lakeside_fertility_bonus_lvl_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				domicile_location.county = {
					OR = {
						is_riverside_county = yes
						is_lakeside_county = yes
						is_coastal_county = yes
					}
					NOT = { has_county_modifier = fishing_yurt_county_modifier_1 }
				}		
			}
			domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_1 }
		}
	}


	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

fishing_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fishing_yurt_01

	can_construct = {
		custom_tooltip = {
			text = nomad_unlocked_fishing_yurt_flag_desc
			has_character_flag = nomad_unlocked_fishing_yurt_flag	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		embarkation_cost_mult = -0.05
		character_capital_monthly_county_fertility_decline_add = -0.1
	}

	parameters = {
		fishing_yurt_riverside_lakeside_fertility_bonus_lvl_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				domicile_location.county = {
					OR = {
						is_riverside_county = yes
						is_lakeside_county = yes
						is_coastal_county = yes
					}
					NOT = { has_county_modifier = fishing_yurt_county_modifier_1 }
				}		
			}
			domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_1 }
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

fishing_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fishing_yurt_02

	can_construct = {
		custom_tooltip = {
			text = nomad_unlocked_fishing_yurt_flag_desc
			has_character_flag = nomad_unlocked_fishing_yurt_flag	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		character_capital_monthly_county_fertility_decline_add = -0.1
	}

	parameters = {
		fishing_yurt_riverside_lakeside_fertility_bonus_lvl_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				domicile_location.county = {
					OR = {
						is_riverside_county = yes
						is_lakeside_county = yes
						is_coastal_county = yes
					}
					NOT = { has_county_modifier = fishing_yurt_county_modifier_2 }
				}		
			}
			domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_2 }
		}
		if = {
			limit = {
				domicile_location.county = {
					has_county_modifier = fishing_yurt_county_modifier_1
				}
			}
			domicile_location.county = {  remove_county_modifier = fishing_yurt_county_modifier_1 }
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

fishing_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fishing_yurt_03

	can_construct = {
		custom_tooltip = {
			text = nomad_unlocked_fishing_yurt_flag_desc
			has_character_flag = nomad_unlocked_fishing_yurt_flag	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		character_capital_monthly_county_fertility_decline_add = -0.2
	}

	parameters = {
		fishing_yurt_riverside_lakeside_fertility_bonus_lvl_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				domicile_location.county = {
					OR = {
						is_riverside_county = yes
						is_lakeside_county = yes
						is_coastal_county = yes
					}
					NOT = { has_county_modifier = fishing_yurt_county_modifier_2 }
				}		
			}
			domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_2 }
		}
		if = {
			limit = {
				domicile_location.county = {
					has_county_modifier = fishing_yurt_county_modifier_1
				}
			}
			domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 }
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

fishing_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fishing_yurt_04

	can_construct = {
		custom_tooltip = {
			text = nomad_unlocked_fishing_yurt_flag_desc
			has_character_flag = nomad_unlocked_fishing_yurt_flag	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		character_capital_monthly_county_fertility_decline_add = -0.2
	}

	parameters = {
		fishing_yurt_riverside_lakeside_fertility_bonus_lvl_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				domicile_location.county = {
					OR = {
						is_riverside_county = yes
						is_lakeside_county = yes
						is_coastal_county = yes
					}
					NOT = { has_county_modifier = fishing_yurt_county_modifier_2 }
				}		
			}
			domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_2 }
		}
		if = {
			limit = {
				domicile_location.county = {
					has_county_modifier = fishing_yurt_county_modifier_1
				}
			}
			domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 }
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

fishing_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fishing_yurt_05

	can_construct = {
		custom_tooltip = {
			text = nomad_unlocked_fishing_yurt_flag_desc
			has_character_flag = nomad_unlocked_fishing_yurt_flag	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		character_capital_monthly_county_fertility_decline_add = -0.2
	}

	parameters = {
		fishing_yurt_riverside_lakeside_fertility_bonus_lvl_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				domicile_location.county = {
					OR = {
						is_riverside_county = yes
						is_lakeside_county = yes
						is_coastal_county = yes
					}
					NOT = { has_county_modifier = fishing_yurt_county_modifier_3 }
				}		
			}
			domicile_location.county = { add_county_modifier = fishing_yurt_county_modifier_3 }
		}
		if = {
			limit = {
				domicile_location.county = {
					has_county_modifier = fishing_yurt_county_modifier_1
				}
			}
			domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_1 }
		}
		if = {
			limit = {
				domicile_location.county = {
					has_county_modifier = fishing_yurt_county_modifier_2
				}
			}
			domicile_location.county = { remove_county_modifier = fishing_yurt_county_modifier_2 }
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fishing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

#################
# HERD WELFARE YURT

herd_welfare_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_01
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_02
	internal_slots = 2

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 600
		vassal_herd_contribution_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_03
	internal_slots = 3

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 1000
		vassal_herd_contribution_mult = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_04
	internal_slots = 4

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		county_fertility_growth_mult = 0.05
		herd_capacity_add = 2000
		vassal_herd_contribution_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_welfare_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = herd_welfare_yurt_05
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_6
		prestige = yurt_external_building_prestige_cost_tier_6
		gold = yurt_external_building_gold_cost_tier_6
	}

	character_modifier = {
		county_fertility_growth_mult = 0.1
		herd_capacity_add = 4000
		vassal_herd_contribution_mult = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
		if = {
			limit = {
				herd >= {
					value = max_herd
					multiply = 0.9
				}
			}
			add = 2
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_welfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_capacity_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 800
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_capacity_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_capacity_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_capacity_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_capacity_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_capacity_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_capacity_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 1000
		herd_capacity_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_capacity_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_capacity_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 2000
		herd_capacity_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_capacity_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_capacity_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 4000
		herd_capacity_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

camel_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	can_construct = {
		custom_tooltip = {
			text = camel_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					terrain = desert
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		desert_fertility_growth_mult = 0.05
		drylands_fertility_growth_mult = 0.05
		oasis_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

camel_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = camel_yurt_01

	can_construct = {
		custom_tooltip = {
			text = camel_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					terrain = desert
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		desert_fertility_growth_mult = 0.05
		drylands_fertility_growth_mult = 0.05
		oasis_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

camel_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = camel_yurt_02

	can_construct = {
		custom_tooltip = {
			text = camel_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					terrain = desert
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 600
		desert_fertility_growth_mult = 0.05
		drylands_fertility_growth_mult = 0.05
		oasis_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

camel_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = camel_yurt_03

	can_construct = {
		custom_tooltip = {
			text = camel_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					terrain = desert
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 1000
		desert_fertility_growth_mult = 0.05
		drylands_fertility_growth_mult = 0.05
		oasis_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

camel_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = camel_yurt_04

	can_construct = {
		custom_tooltip = {
			text = camel_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					terrain = desert
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		desert_fertility_growth_mult = 0.15
		drylands_fertility_growth_mult = 0.15
		oasis_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

camel_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = camel_yurt_05

	can_construct = {
		custom_tooltip = {
			text = camel_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					terrain = desert
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		desert_fertility_growth_mult = 0.15
		drylands_fertility_growth_mult = 0.15
		oasis_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_camel_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

goat_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	can_construct = {
		custom_tooltip = {
			text = goat_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = mountains
						terrain = hills
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		mountains_fertility_growth_mult = 0.05
		hills_fertility_growth_mult = 0.05
		desert_mountains_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

goat_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = goat_yurt_01

	can_construct = {
		custom_tooltip = {
			text = goat_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = mountains
						terrain = hills
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		mountains_fertility_growth_mult = 0.05
		hills_fertility_growth_mult = 0.05
		desert_mountains_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

goat_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = goat_yurt_02

	can_construct = {
		custom_tooltip = {
			text = goat_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = mountains
						terrain = hills
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 600
		mountains_fertility_growth_mult = 0.05
		hills_fertility_growth_mult = 0.05
		desert_mountains_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

goat_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = goat_yurt_03

	can_construct = {
		custom_tooltip = {
			text = goat_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = mountains
						terrain = hills
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 1000
		mountains_fertility_growth_mult = 0.05
		hills_fertility_growth_mult = 0.05
		desert_mountains_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

goat_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = goat_yurt_04

	can_construct = {
		custom_tooltip = {
			text = goat_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = mountains
						terrain = hills
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		mountains_fertility_growth_mult = 0.15
		hills_fertility_growth_mult = 0.15
		desert_mountains_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

goat_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = goat_yurt_05

	can_construct = {
		custom_tooltip = {
			text = goat_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = mountains
						terrain = hills
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		mountains_fertility_growth_mult = 0.15
		hills_fertility_growth_mult = 0.15
		desert_mountains_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_goat_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

reindeer_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	can_construct = {
		custom_tooltip = {
			text = reindeer_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = forest
						terrain = taiga
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		forest_fertility_growth_mult = 0.05
		taiga_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

reindeer_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = reindeer_yurt_01

	can_construct = {
		custom_tooltip = {
			text = reindeer_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = forest
						terrain = taiga
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		forest_fertility_growth_mult = 0.05
		taiga_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

reindeer_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = reindeer_yurt_02

	can_construct = {
		custom_tooltip = {
			text = reindeer_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = forest
						terrain = taiga
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 600
		forest_fertility_growth_mult = 0.05
		taiga_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2	
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

reindeer_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = reindeer_yurt_03

	can_construct = {
		custom_tooltip = {
			text = reindeer_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = forest
						terrain = taiga
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 1000
		forest_fertility_growth_mult = 0.05
		taiga_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

reindeer_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = reindeer_yurt_04

	can_construct = {
		custom_tooltip = {
			text = reindeer_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = forest
						terrain = taiga
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		forest_fertility_growth_mult = 0.15
		taiga_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

reindeer_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = reindeer_yurt_05

	can_construct = {
		custom_tooltip = {
			text = reindeer_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = forest
						terrain = taiga
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		forest_fertility_growth_mult = 0.15
		taiga_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_5	
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reindeer_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

sheep_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	can_construct = {
		custom_tooltip = {
			text = sheep_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = steppe
						terrain = plains
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		steppe_fertility_growth_mult = 0.05
		plains_fertility_growth_mult = 0.05
		farmlands_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

sheep_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sheep_yurt_01

	can_construct = {
		custom_tooltip = {
			text = sheep_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = steppe
						terrain = plains
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		steppe_fertility_growth_mult = 0.05
		plains_fertility_growth_mult = 0.05
		farmlands_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

sheep_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sheep_yurt_02

	can_construct = {
		custom_tooltip = {
			text = sheep_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = steppe
						terrain = plains
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 600
		steppe_fertility_growth_mult = 0.05
		plains_fertility_growth_mult = 0.05
		farmlands_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

sheep_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sheep_yurt_03

	can_construct = {
		custom_tooltip = {
			text = sheep_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = steppe
						terrain = plains
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 1000
		steppe_fertility_growth_mult = 0.05
		plains_fertility_growth_mult = 0.05
		farmlands_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

sheep_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sheep_yurt_04

	can_construct = {
		custom_tooltip = {
			text = sheep_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = steppe
						terrain = plains
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		steppe_fertility_growth_mult = 0.15
		plains_fertility_growth_mult = 0.15
		farmlands_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

sheep_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sheep_yurt_05

	can_construct = {
		custom_tooltip = {
			text = sheep_yurt_unlock_terrain
			any_held_county ?= {
				any_county_province ={
					OR = {
						terrain = steppe
						terrain = plains
					}			
				}
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		steppe_fertility_growth_mult = 0.15
		plains_fertility_growth_mult = 0.15
		farmlands_fertility_growth_mult = 0.15
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_sheep_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

steal_herd_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		steal_herd_domicile_additional_outcomes_lvl_1 = yes
	}

	character_modifier = {
		herd_capacity_add = 200
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

steal_herd_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = steal_herd_yurt_01


	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		steal_herd_domicile_additional_outcomes_lvl_1 = yes
	}

	character_modifier = {
		herd_capacity_add = 200
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

steal_herd_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = steal_herd_yurt_02


	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		steal_herd_domicile_additional_outcomes_lvl_1 = yes
		steal_herd_domicile_prevention_lvl_1 = yes
	}

	character_modifier = {
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

steal_herd_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = steal_herd_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		steal_herd_domicile_additional_outcomes_lvl_2 = yes
		steal_herd_domicile_prevention_lvl_2 = yes
	}

	character_modifier = {
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

steal_herd_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = steal_herd_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		steal_herd_domicile_additional_outcomes_lvl_2 = yes
		steal_herd_domicile_prevention_lvl_2 = yes
	}

	character_modifier = {
		herd_capacity_add = 1000
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

steal_herd_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = steal_herd_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		steal_herd_domicile_additional_outcomes_lvl_3 = yes
		steal_herd_domicile_prevention_lvl_3 = yes
	}

	character_modifier = {
		herd_capacity_add = 1000
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_hostility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

consumption_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		county_fertility_growth_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_extremely_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

consumption_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = consumption_yurt_01


	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		county_fertility_growth_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

consumption_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = consumption_yurt_02


	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 400
		county_fertility_growth_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

consumption_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = consumption_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 600
		county_fertility_growth_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

consumption_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = consumption_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		county_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

consumption_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = consumption_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		county_fertility_growth_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_wealth_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_wealth_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_wealth_yurt_01


	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_wealth_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_wealth_yurt_02


	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 400
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_wealth_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_wealth_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 600
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_wealth_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_wealth_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herd_wealth_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_wealth_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herder_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_welfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_capacity_add = 200
		herd_gain_mult = 0.02
	}


	ai_value = {
		value = nomadic_capital_literally_invaluable_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herder_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herder_yurt_01


	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_capacity_add = 200
		herd_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herder_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herder_yurt_02


	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herder_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herder_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_capacity_add = 600
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herder_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herder_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_capacity_add = 1000
		herd_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}

herder_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herder_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_capacity_add = 1000
		herd_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/herd_welfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/herd_welfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_herdWelfareYurt"
	}
}
#################
# CHARACTER WARFARE YURT

character_warfare_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
	}

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.05
		monthly_prestige_gain_per_knight_add = 0.01
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_01
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
	}

	character_modifier = {
		knight_effectiveness_mult = 0.05
		monthly_prestige_gain_per_knight_add = 0.01
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_02
	internal_slots = 2

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_03
	internal_slots = 3

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_effectiveness_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_04
	internal_slots = 4

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_effectiveness_mult = 0.05
		monthly_prestige_gain_per_knight_add = 0.01
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

character_warfare_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = character_warfare_yurt_05
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_unlock_recruit_knights = yes
		nomad_yurt_bodyguard_unlock = yes
		nomad_yurt_terrain_specialist_unlock = yes
	}

	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.05
		knight_effectiveness_per_prowess = 0.001
		knight_effectiveness_per_martial = 0.001
		knight_effectiveness_per_stewardship = 0.001
		knight_effectiveness_per_diplomacy = 0.001
		knight_effectiveness_per_intrigue = 0.001
		monthly_prestige_gain_per_knight_add = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_character_warfare.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

##################
# CHARACTER WARFARE YURT INTERNAL YURTS

falconry_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = character_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_better_falconry_lvl_1 = yes
	}

	character_modifier = {
		prowess = 1
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

falconry_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = falconry_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_better_falconry_lvl_1 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.03
		prowess = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

falconry_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = falconry_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_better_falconry_lvl_2 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.03
		prowess = 1
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

falconry_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = falconry_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_better_falconry_lvl_2 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.03
		prowess = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

falconry_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = falconry_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_better_falconry_lvl_3 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.03
		prowess = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

falconry_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = falconry_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_better_falconry_lvl_3 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.03
		prowess = 1
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_falcon_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

knight_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = character_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

knight_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		knight_effectiveness_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

knight_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		knight_effectiveness_mult = 0.02
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

knight_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		knight_effectiveness_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

knight_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		knight_effectiveness_mult = 0.02
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

knight_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		knight_effectiveness_mult = 0.02
		knight_limit = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

commander_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = character_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		martial = 1
		attacker_advantage = 1
		monthly_martial_lifestyle_xp_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

commander_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = commander_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		advantage = 1
		monthly_martial_lifestyle_xp_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

commander_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = commander_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		attacker_advantage = 1
		monthly_martial_lifestyle_xp_gain_mult = 0.01
		martial = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

commander_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = commander_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		advantage = 1
		monthly_martial_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

commander_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = commander_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		martial = 1
		advantage = 1
		attacker_advantage = 1
		monthly_martial_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

commander_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = commander_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		advantage = 1
		attacker_advantage = 1
		martial = 1
		monthly_martial_lifestyle_xp_gain_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_commander_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

bodyguard_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = character_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		estate_increase_bodyguard_aptitude_1 = yes
	}

	character_modifier = {
		prowess = 1
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

bodyguard_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = bodyguard_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		estate_increase_bodyguard_aptitude_2 = yes
	}

	character_modifier = {
		prowess = 1
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

bodyguard_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = bodyguard_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		estate_increase_bodyguard_aptitude_3 = yes
	}

	character_modifier = {
		prowess = 1
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

bodyguard_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = bodyguard_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		estate_increase_bodyguard_aptitude_4 = yes
	}

	character_modifier = {
		prowess = 1
		knight_effectiveness_per_dread = 0.0001
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

bodyguard_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = bodyguard_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		estate_increase_bodyguard_aptitude_5 = yes
	}

	character_modifier = {
		prowess = 1
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

bodyguard_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = bodyguard_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		estate_increase_bodyguard_aptitude_6 = yes
	}

	character_modifier = {
		prowess = 1
		knight_effectiveness_per_dread = 0.0001
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bodyguard_yurt.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

accolade_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = character_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		accolade_glory_gain_mult = 0.1
		knight_effectiveness_per_martial = 0.001
		monthly_prestige_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

accolade_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = accolade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		accolade_glory_gain_mult = 0.05
		knight_effectiveness_per_martial = 0.001
		monthly_prestige_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

accolade_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = accolade_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		accolade_glory_gain_mult = 0.05
		knight_effectiveness_per_martial = 0.001
		monthly_prestige_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

accolade_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = accolade_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		accolade_glory_gain_mult = 0.05
		knight_effectiveness_per_martial = 0.001
		monthly_prestige_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

accolade_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = accolade_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		accolade_glory_gain_mult = 0.05
		knight_effectiveness_per_martial = 0.001
		monthly_prestige_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

accolade_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = accolade_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		accolade_glory_gain_mult = 0.05
		knight_effectiveness_per_martial = 0.001
		monthly_prestige_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/character_focused_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_characterWarfareYurt"
	}
}

#################
# MASS WARFARE YURT

mass_warfare_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		archer_cavalry_damage_mult = 0.1
		light_cavalry_damage_mult = 0.1
		nomadic_horde_damage_mult = 0.1
		movement_speed = 0.1
		raid_speed = 0.05
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_01
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		movement_speed = 0.05
		raid_speed = 0.05
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_02
	internal_slots = 2

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		nomadic_horde_damage_mult = 0.1
		movement_speed = 0.05
		raid_speed = 0.05
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_03
	internal_slots = 3

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		nomadic_horde_damage_mult = 0.1
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_04
	internal_slots = 4

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		men_at_arms_limit = 1
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

mass_warfare_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = mass_warfare_yurt_05
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		nomadic_horde_damage_mult = 0.2
		movement_speed = 0.1
		raid_speed = 0.1
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		unlock_maa_heavy_horse_archers = yes
		nomad_yurt_unlock_master_the_art_of_command = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mass_warfare_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

##################
# MASS WARFARE YURT INTERNAL YURTS

lcav_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mass_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		archer_cavalry_max_size_add = 1
		light_cavalry_max_size_add = 1
		archer_cavalry_pursuit_add = 10
		light_cavalry_pursuit_add = 10
		movement_speed = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

lcav_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lcav_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		archer_cavalry_max_size_add = 1
		light_cavalry_max_size_add = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

lcav_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lcav_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		archer_cavalry_toughness_mult = 0.1
		light_cavalry_toughness_mult = 0.1
		movement_speed = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

lcav_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lcav_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		archer_cavalry_max_size_add = 1
		light_cavalry_max_size_add = 1
		movement_speed = 0.05
	}


	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

lcav_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lcav_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		archer_cavalry_max_size_add = 1
		light_cavalry_max_size_add = 1
		archer_cavalry_damage_mult = 0.2
		light_cavalry_damage_mult = 0.2
		movement_speed = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

lcav_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = lcav_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		archer_cavalry_max_size_add = 1
		light_cavalry_max_size_add = 1
		archer_cavalry_toughness_mult = 0.2
		light_cavalry_toughness_mult = 0.2
		movement_speed = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lcav_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

foot_archer_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mass_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		archers_damage_mult = 0.1
		skirmishers_damage_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
		if = {
			limit = {
				owner = {
					number_maa_regiments_of_base_type:archers <= 0
				}
			}
			multiply = 0
		}
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

foot_archer_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = foot_archer_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		archers_max_size_add = 1
		skirmishers_max_size_add = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

foot_archer_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = foot_archer_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		archers_toughness_mult = 0.1
		skirmishers_toughness_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

foot_archer_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = foot_archer_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		archers_max_size_add = 1
		skirmishers_max_size_add = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

foot_archer_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = foot_archer_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		archers_toughness_mult = 0.1
		skirmishers_toughness_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

foot_archer_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = foot_archer_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		archers_max_size_add = 2
		skirmishers_max_size_add = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_foot_archer_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}
#merc

merc_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mass_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.1
		mercenary_hire_time_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

merc_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merc_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.05
		mercenary_hire_time_mult = 0.1
	}

	parameters = {
		nomad_yurt_merc_hired_bonus_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

merc_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merc_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.05
		mercenary_hire_time_mult = 0.1
	}

	parameters = {
		nomad_yurt_merc_hired_bonus_lvl_1 = yes
		nomad_yurt_merc_fired_bonus_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

merc_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merc_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.05
		mercenary_hire_time_mult = 0.1
	}

	parameters = {
		nomad_yurt_merc_hired_bonus_lvl_2 = yes
		nomad_yurt_merc_fired_bonus_lvl_1 = yes
	}

	on_complete = {
		scope:owner = {
			hidden_effect = {
				if = {
					limit = {
						has_character_modifier = mpo_yurt_merc_modifier_1
					}
					remove_character_modifier = mpo_yurt_merc_modifier_1
					add_character_modifier = mpo_yurt_merc_modifier_2
				}
			}
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

merc_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merc_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.05
		mercenary_hire_time_mult = 0.1
	}

	parameters = {
		nomad_yurt_merc_hired_bonus_lvl_2 = yes
		nomad_yurt_merc_fired_bonus_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

merc_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merc_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		mercenary_hire_cost_mult = -0.1
		mercenary_hire_time_mult = 0.1
	}

	parameters = {
		nomad_yurt_merc_hired_bonus_lvl_3 = yes
		nomad_yurt_merc_fired_bonus_lvl_3 = yes
	}

	on_complete = {
		scope:owner = {
			hidden_effect = {
				if = {
					limit = {
						has_character_modifier = mpo_yurt_merc_modifier_2
					}
					remove_all_character_modifier_instances = mpo_yurt_merc_modifier_2
					add_character_modifier = mpo_yurt_merc_modifier_3
				}
			}
		}
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merc_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

herd_conversion_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mass_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		herd_conversion = 0.005
		supply_capacity_add = 100
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

herd_conversion_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		herd_conversion = 0.005
		supply_capacity_add = 50
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

herd_conversion_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		herd_conversion = 0.005
		supply_capacity_add = 50
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

herd_conversion_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		herd_conversion = 0.005
		supply_capacity_add = 50
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

herd_conversion_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_conversion = 0.005
		supply_capacity_add = 50
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

herd_conversion_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_conversion_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_conversion = 0.005
		supply_capacity_add = 100
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

raiding_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mass_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		raid_speed = 0.1
		movement_speed = 0.1
		max_loot_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

raiding_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raiding_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		raid_speed = 0.05
		movement_speed = 0.02
		max_loot_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

raiding_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raiding_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		raid_speed = 0.05
		movement_speed = 0.02
		max_loot_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

raiding_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raiding_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		raid_speed = 0.05
		movement_speed = 0.02
		max_loot_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

raiding_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raiding_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		raid_speed = 0.05
		movement_speed = 0.02
		max_loot_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

raiding_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = raiding_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		raid_speed = 0.1
		movement_speed = 0.02
		max_loot_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_raiding_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

stationing_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mass_warfare_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	province_modifier = {
		stationed_maa_damage_mult = 0.2
		stationed_maa_toughness_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

stationing_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stationing_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	province_modifier = {
		stationed_maa_damage_mult = 0.2
		stationed_maa_toughness_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

stationing_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stationing_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	province_modifier = {
		stationed_maa_pursuit_add = 4
		stationed_maa_screen_add = 4
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

stationing_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stationing_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	province_modifier = {
		stationed_maa_pursuit_mult = 0.4
		stationed_maa_screen_mult = 0.4
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

stationing_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stationing_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	province_modifier = {
		stationed_maa_damage_mult = 0.4
		stationed_maa_toughness_mult = 0.2
		stationed_maa_siege_value_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

stationing_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stationing_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	province_modifier = {
		stationed_maa_damage_mult = 0.4
		stationed_maa_toughness_mult = 0.2
		stationed_maa_siege_value_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_conversion_yurt.dds"
		texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mass_steppe_warfare_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_massWarfareYurt"
	}
}

#################
# COURT YURT

court_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		cowed_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 4
		owned_personal_scheme_success_chance_add = 4
		tributary_tax_mult = 0.04
		vassal_herd_contribution_mult = 0.04
		herd_capacity_mult = 0.04
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_01
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		owned_personal_scheme_success_chance_add = 2
		tributary_tax_mult = 0.04
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 4
		herd_capacity_mult = 0.04
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}


	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_02
	internal_slots = 2


	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 4
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 6
		herd_capacity_mult = 0.06
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_03
	internal_slots = 3

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 6
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		intimidated_vassal_herd_contribution_mult = 0.04
		owned_hostile_scheme_success_chance_add = 4
		herd_capacity_mult = 0.06
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}


	ai_value = {
		value = nomadic_capital_exterior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_04
	internal_slots = 4

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 6
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		intimidated_vassal_herd_contribution_mult= 0.04
		owned_hostile_scheme_success_chance_add = 5
		herd_capacity_mult = 0.08
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}


	ai_value = {
		value = nomadic_capital_exterior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

court_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = court_yurt_05
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		tributary_tax_mult = 0.04
		owned_personal_scheme_success_chance_add = 6
		vassal_herd_contribution_mult = 0.04
		cowed_vassal_herd_contribution_mult = 0.04
		intimidated_vassal_herd_contribution_mult= 0.04
		owned_hostile_scheme_success_chance_add = 5
		max_hostile_schemes_add = 1
		herd_capacity_mult = 0.08
	}

	parameters = {
		nomad_yurt_court_chronicler_unlock = yes
	}

	province_modifier = {
		defender_holding_advantage = 1
	}


	ai_value = {
		value = nomadic_capital_exterior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_court_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

##################
# COURT YURT INTERNAL YURTS

tributary_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		tributary_tax_mult = 0.04
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

tributary_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = tributary_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		tributary_tax_mult = 0.04
	}

	parameters = {
		nomad_yurt_increased_tributary_acceptance_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

tributary_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = tributary_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		tributary_tax_mult = 0.04
	}

	parameters = {
		nomad_yurt_increased_tributary_acceptance_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

tributary_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = tributary_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		tributary_tax_mult = 0.04
	}

	parameters = {
		nomad_yurt_increased_tributary_acceptance_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

tributary_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = tributary_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		tributary_tax_mult = 0.04
	}

	parameters = {
		nomad_yurt_increased_tributary_acceptance_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

tributary_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = tributary_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		tributary_tax_mult = 0.04
	}

	parameters = {
		nomad_yurt_increased_tributary_acceptance_lvl_3 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_tributary_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

vassal_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		vassal_herd_contribution_mult = 0.04
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

vassal_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = vassal_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		vassal_herd_contribution_mult = 0.04
		direct_vassal_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

vassal_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = vassal_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		vassal_herd_contribution_mult = 0.04
		direct_vassal_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

vassal_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = vassal_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		vassal_herd_contribution_mult = 0.04
		direct_vassal_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

vassal_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = vassal_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		vassal_herd_contribution_mult = 0.04
		direct_vassal_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

vassal_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = vassal_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		vassal_herd_contribution_mult = 0.04
		direct_vassal_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_vassal_yurt.dds"
		texture = "gfx/interface/window_domiciles/external_diplomacy_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/external_diplomacy_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_diplomacyYurt"
	}
}

secret_scheme_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		owned_scheme_secrecy_add = 4
		enemy_scheme_secrecy_add = -4
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

secret_scheme_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = secret_scheme_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		owned_scheme_secrecy_add = 2
		enemy_scheme_secrecy_add = -4
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

secret_scheme_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = secret_scheme_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		owned_scheme_secrecy_add = 4
		enemy_scheme_secrecy_add = -8
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

secret_scheme_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = secret_scheme_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		owned_scheme_secrecy_add = 4
		enemy_scheme_secrecy_add = -8
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

secret_scheme_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = secret_scheme_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		owned_scheme_secrecy_add = 6
		enemy_scheme_secrecy_add = -16
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

secret_scheme_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = secret_scheme_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		owned_scheme_secrecy_add = 10
		enemy_scheme_secrecy_add = -16
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_secret_scheme_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

kurultai_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_better_kurultai_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

kurultai_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_better_kurultai_lvl_1 = yes
		nomad_yurt_kurultai_more_loyal_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

kurultai_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_better_kurultai_lvl_2 = yes
		nomad_yurt_kurultai_more_loyal_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

kurultai_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_better_kurultai_lvl_2 = yes
		nomad_yurt_kurultai_more_loyal_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

kurultai_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_better_kurultai_lvl_3 = yes
		nomad_yurt_kurultai_more_loyal_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

kurultai_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_better_kurultai_lvl_3 = yes
		nomad_yurt_kurultai_more_loyal_lvl_3 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

feast_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_feast_discount = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

feast_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = feast_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_feast_discount = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

feast_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = feast_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_feast_discount = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

feast_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = feast_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_feast_discount = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

feast_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = feast_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_feast_discount = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

feast_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = feast_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_feast_discount = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_feast_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

agent_dread_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_realm_agent_acceptance_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

agent_dread_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = agent_dread_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_realm_agent_acceptance_lvl_1 = yes
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.001
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

agent_dread_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = agent_dread_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_realm_agent_acceptance_lvl_2 = yes
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.001
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

agent_dread_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = agent_dread_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_realm_agent_acceptance_lvl_2 = yes
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.001
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

agent_dread_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = agent_dread_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_realm_agent_acceptance_lvl_3 = yes
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.001
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

agent_dread_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = agent_dread_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_realm_agent_acceptance_lvl_3 = yes
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.001
		knight_effectiveness_per_dread = 0.0001
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_agent_dread_yurt.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

dynasty_court_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_same_dynasty_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

dynasty_court_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = dynasty_court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_same_dynasty_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}


	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

dynasty_court_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = dynasty_court_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_same_dynasty_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

dynasty_court_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = dynasty_court_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_same_dynasty_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

dynasty_court_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = dynasty_court_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_same_dynasty_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}


	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

dynasty_court_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = dynasty_court_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_same_dynasty_bonus_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}


	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

culture_court_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_many_cultures_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
		different_culture_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

culture_court_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = culture_court_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_many_cultures_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
		different_culture_opinion = 2
	}


	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

culture_court_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = culture_court_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_many_cultures_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		different_culture_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

culture_court_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = culture_court_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_many_cultures_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		different_culture_opinion = 2
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

culture_court_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = culture_court_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_many_cultures_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		different_culture_opinion = 2
	}


	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}

culture_court_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = culture_court_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_many_cultures_bonus_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		different_culture_opinion = 5
	}


	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/kurultai_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/kurultai_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_kurultaiYurt"
	}
}


#################
# FAMILY YURT

family_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_main_yurt_marriage_acceptance_lvl_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 4
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_01
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_main_yurt_marriage_acceptance_lvl_1 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 6
	}


	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_02
	internal_slots = 2


	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_2 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 10
	}


	ai_value = {
		value = nomadic_capital_exterior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_03
	internal_slots = 3

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		dynasty_house_opinion = 12
	}

	province_modifier = {
		defender_holding_advantage = 1
	}


	ai_value = {
		value = nomadic_capital_exterior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_04
	internal_slots = 4

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		dynasty_house_opinion = 8
	}


	ai_value = {
		value = nomadic_capital_exterior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

family_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = family_yurt_05
	internal_slots = 5

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	parameters = {
		nomad_introduce_heir_unlock = yes
		nomad_unlock_wet_nurse = yes
		nomad_unlock_court_tutor = yes
		nomad_main_yurt_marriage_acceptance_lvl_4 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		dynasty_house_opinion = 10
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_family_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

##################
# FAMILY YURT INTERNAL YURTS

renown_gain_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.2
	}

	parameters = {
		nomad_yurt_dynasty_many_crowns_bonus = yes
	}

	ai_value = {
		value = 0
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

renown_gain_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = renown_gain_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
	}

	parameters = {
		nomad_yurt_dynasty_many_crowns_bonus = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

renown_gain_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = renown_gain_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
	}

	parameters = {
		nomad_yurt_dynasty_many_crowns_bonus = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

renown_gain_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = renown_gain_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.2
	}

	parameters = {
		nomad_yurt_dynasty_many_crowns_bonus = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

renown_gain_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = renown_gain_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.2
	}

	parameters = {
		nomad_yurt_dynasty_many_crowns_bonus = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

renown_gain_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = renown_gain_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.2
	}

	parameters = {
		nomad_yurt_dynasty_many_crowns_bonus = yes
		nomad_yurt_dynasty_many_khans = yes
		nomad_yurt_dynasty_many_khans_yearly_bonus = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_renown_gain_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

wet_nurse_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = family_yurt_02
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		domicile_increased_wet_nurse_aptitude_1 = yes
		estate_increased_tutor_aptitude_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

wet_nurse_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = wet_nurse_yurt_01

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = family_yurt_03
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		domicile_increased_wet_nurse_aptitude_2 = yes
		estate_increased_tutor_aptitude_2 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

wet_nurse_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = wet_nurse_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		domicile_increased_wet_nurse_aptitude_3 = yes
		estate_increased_tutor_aptitude_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

wet_nurse_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = wet_nurse_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		domicile_increased_wet_nurse_aptitude_4 = yes
		estate_increased_tutor_aptitude_4 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

wet_nurse_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = wet_nurse_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		domicile_increased_wet_nurse_aptitude_5 = yes
		estate_increased_tutor_aptitude_5 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

wet_nurse_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = wet_nurse_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		domicile_increased_wet_nurse_aptitude_6 = yes
		estate_increased_tutor_aptitude_6 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.03
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_wet_nurse_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

personal_chamber_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		spouse_opinion = 10
		fertility = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

personal_chamber_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = personal_chamber_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		spouse_opinion = 10
		fertility = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

personal_chamber_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = personal_chamber_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		spouse_opinion = 10
		fertility = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

personal_chamber_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = personal_chamber_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		spouse_opinion = 10
		fertility = 0.15
	}

	parameters = {
		nomad_yurt_spouse_will_not_cheat = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

personal_chamber_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = personal_chamber_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		spouse_opinion = 10
		fertility = 0.2
	}

	parameters = {
		nomad_yurt_spouse_will_not_cheat = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

personal_chamber_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = personal_chamber_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		spouse_opinion = 20
		fertility = 0.2
	}

	parameters = {
		nomad_yurt_spouse_will_not_cheat = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_personal_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

recreation_chamber_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

recreation_chamber_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = recreation_chamber_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

recreation_chamber_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = recreation_chamber_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
		health = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

recreation_chamber_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = recreation_chamber_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
		health = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

recreation_chamber_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = recreation_chamber_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
		health = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

recreation_chamber_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = recreation_chamber_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
		health = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_recreation_chamber_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

marriage_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_marriage_acceptance_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

marriage_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = marriage_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_marriage_acceptance_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

marriage_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = marriage_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_marriage_acceptance_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

marriage_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = marriage_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_marriage_acceptance_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

marriage_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = marriage_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_marriage_acceptance_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

marriage_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = marriage_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_marriage_acceptance_lvl_4 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_marriage_yurt.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

better_children_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_better_children_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

better_children_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = better_children_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_better_children_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

better_children_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = better_children_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_better_children_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

better_children_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = better_children_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_better_children_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

better_children_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = better_children_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_better_children_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

better_children_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = better_children_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_better_children_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

friend_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_friend_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

friend_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = friend_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_friend_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

friend_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = friend_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_friend_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

friend_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = friend_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_friend_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

friend_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = friend_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_friend_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

friend_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = friend_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_friend_bonus_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

hostage_ward_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = family_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_hostage_bonus_lvl_1 = yes
		nomad_yurt_ward_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

hostage_ward_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = hostage_ward_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_hostage_bonus_lvl_1 = yes
		nomad_yurt_ward_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

hostage_ward_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = hostage_ward_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_hostage_bonus_lvl_1 = yes
		nomad_yurt_ward_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

hostage_ward_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = hostage_ward_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_hostage_bonus_lvl_2 = yes
		nomad_yurt_ward_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

hostage_ward_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = hostage_ward_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_hostage_bonus_lvl_2 = yes
		nomad_yurt_ward_bonus_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}

hostage_ward_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = hostage_ward_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_hostage_bonus_lvl_3 = yes
		nomad_yurt_ward_bonus_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_many_nomads.dds"
		texture = "gfx/interface/window_domiciles/family_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/family_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_familyYurt"
	}
}


#################
# MYSTICAL YURT

mystical_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = yurt_external_building_gold_cost_tier_1
	}

	character_modifier = {
		epidemic_resistance = 2
		monthly_piety_gain_mult = 0.1
		monthly_income_from_herd_mult = 0.02
		monthly_county_control_growth_add = 0.04
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	internal_slots = 2
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = yurt_external_building_gold_cost_tier_2
	}

	character_modifier = {
		epidemic_resistance = 2
		monthly_piety_gain_mult = 0.02
		monthly_income_from_herd_mult = 0.02
		monthly_county_control_growth_add = 0.04
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	internal_slots = 3
	previous_building = mystical_yurt_02

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = yurt_external_building_gold_cost_tier_3
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.03
		monthly_income_from_herd_mult = 0.03
		monthly_county_control_growth_add = 0.04
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	internal_slots = 4
	previous_building = mystical_yurt_03

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_03
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = yurt_external_building_gold_cost_tier_4
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.03
		monthly_income_from_herd_mult = 0.03
		monthly_county_control_growth_add = 0.04
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	internal_slots = 5
	previous_building = mystical_yurt_04

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_04
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = yurt_external_building_gold_cost_tier_5
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.05
		monthly_income_from_herd_mult = 0.04
		monthly_county_control_growth_add = 0.04
	}

	parameters = {
		nomad_yurt_improved_fertility_dance = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

mystical_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	internal_slots = 5
	previous_building = mystical_yurt_05

	can_construct = {
		domicile = {
			has_domicile_building_or_higher = yurt_main_05
		}
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_6
		prestige = yurt_external_building_prestige_cost_tier_6
		gold = yurt_external_building_gold_cost_tier_6
	}

	character_modifier = {
		epidemic_resistance = 4
		monthly_piety_gain_mult = 0.05
		monthly_income_from_herd_mult = 0.04
		monthly_county_control_growth_add = 0.04
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_improved_fertility_dance = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

##################
# MYSTICAL YURT INTERNAL YURTS

astrologer_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_increased_astrologer_aptitude_lvl_1 = yes
	}

	character_modifier = {
		monthly_piety_gain_mult = 0.01
		monthly_learning_lifestyle_xp_gain_mult = 0.01
		domicile_monthly_piety_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

astrologer_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = astrologer_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_increased_astrologer_aptitude_lvl_1 = yes
	}

	character_modifier = {
		monthly_piety_gain_mult = 0.01
		monthly_learning_lifestyle_xp_gain_mult = 0.01
		domicile_monthly_piety_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

astrologer_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = astrologer_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_increased_astrologer_aptitude_lvl_2 = yes
	}

	character_modifier = {
		monthly_piety_gain_mult = 0.01
		domicile_monthly_piety_add = 0.05
		monthly_learning_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

astrologer_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = astrologer_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_increased_astrologer_aptitude_lvl_2 = yes
	}

	character_modifier = {
		monthly_piety_gain_mult = 0.01
		domicile_monthly_piety_add = 0.1
		monthly_learning_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

astrologer_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = astrologer_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_increased_astrologer_aptitude_lvl_3 = yes
	}

	character_modifier = {
		monthly_piety_gain_mult = 0.02
		domicile_monthly_piety_add = 0.05
		monthly_learning_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

astrologer_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = astrologer_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_increased_astrologer_aptitude_lvl_4 = yes
	}

	character_modifier = {
		monthly_piety_gain_mult = 0.04
		domicile_monthly_piety_add = 0.10
		monthly_learning_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_mystical_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

physician_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		estate_increase_physician_aptitude_1 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.04
		monthly_learning_lifestyle_xp_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

physician_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = physician_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		estate_increase_physician_aptitude_2 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.04
		monthly_learning_lifestyle_xp_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

physician_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = physician_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		estate_increase_physician_aptitude_3 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.04
		monthly_learning_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

physician_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = physician_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		estate_increase_physician_aptitude_4 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.04
		monthly_learning_lifestyle_xp_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

physician_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = physician_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		estate_increase_physician_aptitude_5 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.04
		monthly_learning_lifestyle_xp_gain_mult = 0.04
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

physician_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = physician_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		estate_increase_physician_aptitude_6 = yes
	}

	character_modifier = {
		negate_health_penalty_add = 0.04
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_physician_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

fertility_mystical_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_herd_per_piety_fertility_mystical_lvl_1 = yes
	}

	character_modifier = {
		herd_capacity_add = 200
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

fertility_mystical_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_herd_per_piety_fertility_mystical_lvl_1 = yes
	}

	character_modifier = {
		herd_capacity_add = 200
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

fertility_mystical_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_mystical_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = yes
	}

	character_modifier = {
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

fertility_mystical_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_mystical_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = yes
	}

	character_modifier = {
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

fertility_mystical_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_mystical_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_herd_per_piety_fertility_mystical_lvl_2 = yes
	}

	character_modifier = {
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

fertility_mystical_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_mystical_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_herd_per_piety_fertility_mystical_lvl_3 = yes
	}

	character_modifier = {
		herd_capacity_add = 400
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

language_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	can_construct = {
		custom_tooltip = {
			text = language_yurt_2_unlock
			num_of_known_languages >= 2
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_yearly_bonus_per_language_lvl_1 = yes
	}

	character_modifier = {
		learning = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

language_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = language_yurt_01

	can_construct = {
		custom_tooltip = {
			text = language_yurt_2_unlock
			num_of_known_languages >= 2
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_yearly_bonus_per_language_lvl_1 = yes
	}

	character_modifier = {
		max_learn_language_schemes_add = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

language_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = language_yurt_02

	can_construct = {
		custom_tooltip = {
			text = language_yurt_3_unlock
			num_of_known_languages >= 3
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_yearly_bonus_per_language_lvl_1 = yes
	}

	character_modifier = {
		learning = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

language_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = language_yurt_03

	can_construct = {
		custom_tooltip = {
			text = language_yurt_3_unlock
			num_of_known_languages >= 3
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_yearly_bonus_per_language_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

language_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = language_yurt_04

	can_construct = {
		custom_tooltip = {
			text = language_yurt_3_unlock
			num_of_known_languages >= 3
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_yearly_bonus_per_language_lvl_3 = yes
	}


	ai_value = {
		value = 5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

language_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = language_yurt_05

	can_construct = {
		custom_tooltip = {
			text = language_yurt_3_unlock
			num_of_known_languages >= 3
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_language_cap = yes
		nomad_yurt_yearly_bonus_per_language_lvl_3 = yes
	}

	character_modifier = {
		max_learn_language_schemes_add = 1
		learning = 1
	}

	ai_value = {
		value = 26
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

omen_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_children_bonus_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

omen_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = omen_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_children_bonus_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

omen_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = omen_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_children_bonus_per_piety_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

omen_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = omen_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_children_bonus_per_piety_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

omen_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = omen_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_children_bonus_per_piety_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.04
	}


	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

omen_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = omen_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_children_bonus_per_piety_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_friendly.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

kurultai_mystical_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

kurultai_mystical_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

kurultai_mystical_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_mystical_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes
		nomad_yurt_kurultai_skill_increase_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

kurultai_mystical_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_mystical_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_kurultai_obedience_per_piety_lvl_1 = yes
		nomad_yurt_kurultai_skill_increase_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

kurultai_mystical_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_mystical_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_kurultai_obedience_per_piety_lvl_2 = yes
		nomad_yurt_kurultai_skill_increase_per_piety_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.04
	}


	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

kurultai_mystical_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = kurultai_mystical_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_kurultai_obedience_per_piety_lvl_2 = yes
		nomad_yurt_kurultai_skill_increase_per_piety_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_kurultai_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

knight_mystical_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		knight_skill_increase_per_piety_lvl_1 = yes
	}

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.01
		knight_limit = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

knight_mystical_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_mystical_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		knight_skill_increase_per_piety_lvl_1 = yes
	}

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

knight_mystical_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_mystical_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		knight_skill_increase_per_piety_lvl_2 = yes
	}

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

knight_mystical_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_mystical_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		knight_skill_increase_per_piety_lvl_2 = yes
	}

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

knight_mystical_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_mystical_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		knight_skill_increase_per_piety_lvl_2 = yes
	}

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.01
	}


	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

knight_mystical_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_mystical_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		knight_skill_increase_per_piety_lvl_3 = yes
	}

	character_modifier = {
		knight_limit = 1
		monthly_piety_gain_per_knight_add = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/mystical_magical_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/mystical_magical_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mysticalYurt"
	}
}

#################
# TRADE YURT

trade_yurt_01 = {
	construction_time = @yurt_external_construction_time_tier_1
	allowed_domicile_types = { yurt }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_1
		prestige = yurt_external_building_prestige_cost_tier_1
		gold = {
			add = yurt_external_building_gold_cost_tier_1
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.01
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_02 = {
	construction_time = @yurt_external_construction_time_tier_2
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_01
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_2
		prestige = yurt_external_building_prestige_cost_tier_2
		gold = {
			add = yurt_external_building_gold_cost_tier_2
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.01
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_03 = {
	construction_time = @yurt_external_construction_time_tier_3
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_02
	internal_slots = 2

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_3
		prestige = yurt_external_building_prestige_cost_tier_3
		gold = {
			add = yurt_external_building_gold_cost_tier_3
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.02
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_04 = {
	construction_time = @yurt_external_construction_time_tier_4
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_03
	internal_slots = 3

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_4
		prestige = yurt_external_building_prestige_cost_tier_4
		gold = {
			add = yurt_external_building_gold_cost_tier_4
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.02
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
		nomad_yurt_unlock_establish_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_05 = {
	construction_time = @yurt_external_construction_time_tier_5
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_04
	internal_slots = 4

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_5
		prestige = yurt_external_building_prestige_cost_tier_5
		gold = {
			add = yurt_external_building_gold_cost_tier_5
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_income_from_herd_mult = 0.03
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
		nomad_yurt_unlock_establish_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

trade_yurt_06 = {
	construction_time = @yurt_external_construction_time_tier_6
	allowed_domicile_types = { yurt }
	previous_building = trade_yurt_05
	internal_slots = 5

	can_construct = {
		custom_tooltip = {
			text = trade_yurt_unlock_req
			any_neighboring_top_liege_realm_owner = {
				NOT = {
					government_has_flag = government_is_herder
					government_has_flag = government_is_nomadic
				}
			}
		}	
	}

	cost = {
		herd = yurt_external_building_herd_cost_tier_6
		prestige = yurt_external_building_prestige_cost_tier_6
		gold = {
			add = yurt_external_building_gold_cost_tier_6
			multiply = 2
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		monthly_income_from_herd_mult = 0.03
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_unlock_establish_smol_paiza = yes
		nomad_yurt_unlock_establish_paiza = yes
	}

	ai_value = {
		value = nomadic_capital_exterior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_trade_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}


##################
# TRADE YURT INTERNAL YURTS
##################

paiza_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_paiza_obedience_bonus_lvl_1 = yes
		nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

paiza_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}

	parameters = {
		nomad_yurt_paiza_obedience_bonus_lvl_1 = yes
		nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

paiza_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}

	parameters = {
		nomad_yurt_paiza_obedience_bonus_lvl_2 = yes
		nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

paiza_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	parameters = {
		nomad_yurt_paiza_obedience_bonus_lvl_2 = yes
		nomad_yurt_paiza_abuse_less_likely_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

paiza_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}

	parameters = {
		nomad_yurt_paiza_obedience_bonus_lvl_2 = yes
		nomad_yurt_paiza_abuse_less_likely_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

paiza_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_paiza_obedience_bonus_lvl_3 = yes
		nomad_yurt_paiza_abuse_less_likely_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
	}

	province_modifier = {
		defender_holding_advantage = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

innovation_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		cultural_head_fascination_mult = 0.02
	}

	parameters = {
		nomad_yurt_paiza_innovations_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_culture.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

innovation_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = innovation_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		cultural_head_fascination_mult = 0.02
	}

	parameters = {
		nomad_yurt_paiza_innovations_unlock = yes
		nomad_yurt_increased_innovation_paiza_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_culture.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

innovation_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = innovation_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		cultural_head_fascination_mult = 0.04
	}

	parameters = {
		nomad_yurt_paiza_innovations_unlock = yes
		nomad_yurt_increased_innovation_paiza_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_culture.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

innovation_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = innovation_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		cultural_head_fascination_mult = 0.04
	}

	parameters = {
		nomad_yurt_paiza_innovations_unlock = yes
		nomad_yurt_increased_innovation_paiza_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_culture.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

innovation_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = innovation_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		cultural_head_fascination_mult = 0.04
	}

	parameters = {
		nomad_yurt_paiza_innovations_unlock = yes
		nomad_yurt_increased_innovation_paiza_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_culture.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

innovation_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = innovation_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		cultural_head_fascination_mult = 0.14
	}

	parameters = {
		nomad_yurt_paiza_innovations_unlock = yes
		nomad_yurt_increased_innovation_paiza_lvl_3 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_culture.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

merchant_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_paiza_more_gold_lvl_1 = yes
		nomad_yurt_merchant_bonus_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

merchant_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merchant_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}

	parameters = {
		nomad_yurt_paiza_more_gold_lvl_1 = yes
		nomad_yurt_merchant_bonus_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

merchant_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merchant_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}

	parameters = {
		nomad_yurt_paiza_more_gold_lvl_2 = yes
		nomad_yurt_merchant_bonus_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

merchant_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merchant_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}

	parameters = {
		nomad_yurt_paiza_more_gold_lvl_2 = yes
		nomad_yurt_merchant_bonus_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

merchant_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merchant_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}

	parameters = {
		nomad_yurt_paiza_more_gold_lvl_2 = yes
		nomad_yurt_merchant_bonus_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

merchant_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = merchant_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}

	parameters = {
		nomad_yurt_paiza_more_gold_lvl_3 = yes
		nomad_yurt_merchant_bonus_lvl_3 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_merchant_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

fertility_trade_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_paiza_fertility_gain_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		character_capital_monthly_county_fertility_growth_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

fertility_trade_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_paiza_fertility_gain_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		character_capital_monthly_county_fertility_growth_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

fertility_trade_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_trade_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_paiza_fertility_gain_lvl_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		character_capital_monthly_county_fertility_growth_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

fertility_trade_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_trade_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_paiza_fertility_gain_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		character_capital_monthly_county_fertility_growth_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

fertility_trade_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_trade_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_paiza_fertility_gain_lvl_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		character_capital_monthly_county_fertility_growth_add = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

fertility_trade_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = fertility_trade_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_paiza_fertility_gain_lvl_3 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		character_capital_monthly_county_fertility_growth_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_fertility.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

herd_trade_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_paiza_herd_gain_lvl_1 = yes
		nomad_merchant_herd_gold_exchange_lvl_1 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

herd_trade_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_paiza_herd_gain_lvl_1 = yes
		nomad_merchant_herd_gold_exchange_lvl_1 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

herd_trade_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_trade_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_paiza_herd_gain_lvl_1 = yes
		nomad_merchant_herd_gold_exchange_lvl_2 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

herd_trade_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_trade_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_paiza_herd_gain_lvl_2 = yes
		nomad_merchant_herd_gold_exchange_lvl_2 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

herd_trade_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_trade_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_paiza_herd_gain_lvl_2 = yes
		nomad_merchant_herd_gold_exchange_lvl_2 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

herd_trade_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = herd_trade_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_paiza_herd_gain_lvl_3 = yes
		nomad_merchant_herd_gold_exchange_lvl_3 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_herd_capacity_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

char_trade_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_paiza_char_gain_lvl_1 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

char_trade_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = char_trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_paiza_char_gain_lvl_1 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

char_trade_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = char_trade_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_paiza_char_gain_lvl_1 = yes
		nomad_yurt_paiza_char_gain_arrival_lvl_1 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

char_trade_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = char_trade_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_paiza_char_gain_lvl_2 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

char_trade_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = char_trade_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_paiza_char_gain_lvl_2 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

char_trade_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = char_trade_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_paiza_char_gain_lvl_3 = yes
	}

	character_modifier = {
		monthly_income_from_herd_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_single_nomad.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

knight_trade_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	parameters = {
		nomad_yurt_paiza_maa_gain_lvl_1 = yes
	}

	character_modifier = {
		knight_effectiveness_per_stewardship = 0.001
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

knight_trade_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_trade_yurt_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	parameters = {
		nomad_yurt_paiza_maa_gain_lvl_1 = yes
	}

	character_modifier = {
		knight_effectiveness_per_stewardship = 0.001
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

knight_trade_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_trade_yurt_02

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	parameters = {
		nomad_yurt_paiza_maa_gain_lvl_1 = yes
	}

	character_modifier = {
		knight_effectiveness_per_stewardship = 0.001
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

knight_trade_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_trade_yurt_03

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	parameters = {
		nomad_yurt_paiza_maa_gain_lvl_2 = yes
	}

	character_modifier = {
		knight_effectiveness_per_stewardship = 0.001
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

knight_trade_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_trade_yurt_04

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	parameters = {
		nomad_yurt_paiza_maa_gain_lvl_2 = yes
	}

	character_modifier = {
		knight_effectiveness_per_stewardship = 0.001
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}

knight_trade_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = knight_trade_yurt_05

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	parameters = {
		nomad_yurt_paiza_maa_gain_lvl_3 = yes
	}

	character_modifier = {
		knight_effectiveness_per_stewardship = 0.001
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture = "gfx/interface/window_domiciles/trade_yurt.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/trade_yurt_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_tradeYurt"
	}
}


######

# CULTURAL TRADITION YURTS

# Metalworkers
metalworkers_cultrad_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = metalworkers_cultrad_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = metalworkers_internal_yurt_unlock
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		maa_toughness_mult = 0.1
		maa_damage_mult = 0.1
		nomadic_horde_toughness_add = 1
		hard_casualty_modifier = -0.02
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

metalworkers_cultrad_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = metalworkers_cultrad_yurt_01

	can_construct = {
		custom_tooltip = {
			text = metalworkers_cultrad_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = metalworkers_internal_yurt_unlock
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		nomadic_horde_toughness_add = 1
		archer_cavalry_toughness_add = 1
		hard_casualty_modifier = -0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

metalworkers_cultrad_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = metalworkers_cultrad_yurt_02

	can_construct = {
		custom_tooltip = {
			text = metalworkers_cultrad_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = metalworkers_internal_yurt_unlock
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		nomadic_horde_toughness_add = 1
		archer_cavalry_toughness_add = 1
		hard_casualty_modifier = -0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

metalworkers_cultrad_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = metalworkers_cultrad_yurt_03

	can_construct = {
		custom_tooltip = {
			text = metalworkers_cultrad_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = metalworkers_internal_yurt_unlock
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		nomadic_horde_toughness_add = 1
		archer_cavalry_toughness_add = 1
		hard_casualty_modifier = -0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

metalworkers_cultrad_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = metalworkers_cultrad_yurt_04

	can_construct = {
		custom_tooltip = {
			text = metalworkers_cultrad_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = metalworkers_internal_yurt_unlock
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		hard_casualty_modifier = -0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

metalworkers_cultrad_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = metalworkers_cultrad_yurt_05

	can_construct = {
		custom_tooltip = {
			text = metalworkers_cultrad_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = metalworkers_internal_yurt_unlock
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		maa_toughness_mult = 0.1
		maa_damage_mult = 0.1
		hard_casualty_modifier = -0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Sorcerous_metallurgy
sorcerous_metallurgy_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = sorcerous_metallurgy_yurt_01_domicile_building_desc
			OR = {
				has_trait = witch
				has_trait = lifestyle_mystic
				has_trait = lifestyle_herbalist
			}	
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.05
		monthly_piety_gain_per_knight_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

sorcerous_metallurgy_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sorcerous_metallurgy_yurt_01

	can_construct = {
		custom_tooltip = {
			text = sorcerous_metallurgy_yurt_01_domicile_building_desc
			OR = {
				has_trait = witch
				has_trait = lifestyle_mystic
				has_trait = lifestyle_herbalist
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

sorcerous_metallurgy_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sorcerous_metallurgy_yurt_02

	can_construct = {
		custom_tooltip = {
			text = sorcerous_metallurgy_yurt_01_domicile_building_desc
			OR = {
				has_trait = witch
				has_trait = lifestyle_mystic
				has_trait = lifestyle_herbalist
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		monthly_piety_gain_per_knight_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

sorcerous_metallurgy_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sorcerous_metallurgy_yurt_03

	can_construct = {
		custom_tooltip = {
			text = sorcerous_metallurgy_yurt_01_domicile_building_desc
			OR = {
				has_trait = witch
				has_trait = lifestyle_mystic
				has_trait = lifestyle_herbalist
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

sorcerous_metallurgy_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sorcerous_metallurgy_yurt_04

	can_construct = {
		custom_tooltip = {
			text = sorcerous_metallurgy_yurt_01_domicile_building_desc
			OR = {
				has_trait = witch
				has_trait = lifestyle_mystic
				has_trait = lifestyle_herbalist
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		monthly_piety_gain_per_knight_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

sorcerous_metallurgy_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = sorcerous_metallurgy_yurt_05

	can_construct = {
		custom_tooltip = {
			text = sorcerous_metallurgy_yurt_01_domicile_building_desc
			OR = {
				has_trait = witch
				has_trait = lifestyle_mystic
				has_trait = lifestyle_herbalist
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		prowess_per_piety_level = 1
		monthly_piety_gain_per_knight_mult = 0.02
		martial_per_piety_level = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_alchemy_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Zealous People
zealous_people_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = zealous_people_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = zealous_people_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.05
		monthly_piety_gain_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

zealous_people_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = zealous_people_yurt_01

	can_construct = {
		custom_tooltip = {
			text = zealous_people_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = zealous_people_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.05
		monthly_piety_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

zealous_people_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = zealous_people_yurt_02

	can_construct = {
		custom_tooltip = {
			text = zealous_people_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = zealous_people_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		monthly_piety_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

zealous_people_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = zealous_people_yurt_03

	can_construct = {
		custom_tooltip = {
			text = zealous_people_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = zealous_people_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		monthly_piety_gain_mult = 0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

zealous_people_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = zealous_people_yurt_04

	can_construct = {
		custom_tooltip = {
			text = zealous_people_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = zealous_people_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		monthly_piety_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

zealous_people_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = zealous_people_yurt_05

	can_construct = {
		custom_tooltip = {
			text = zealous_people_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = zealous_people_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
		monthly_piety_gain_mult = 0.05
		stewardship_per_piety_level = 1
		intrigue_per_piety_level = 1
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_righteous_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Loyal_soldiers
loyal_soldiers_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = loyal_soldiers_yurt_01_domicile_building_desc
			any_relation = {
				type = blood_brother
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		councillor_opinion = 2
	}

	parameters = {
		loyal_soldiers_yurt_more_obedient_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

loyal_soldiers_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = loyal_soldiers_yurt_01

	can_construct = {
		custom_tooltip = {
			text = loyal_soldiers_yurt_01_domicile_building_desc
			any_relation = {
				type = blood_brother
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		councillor_opinion = 2
	}

	parameters = {
		loyal_soldiers_yurt_more_obedient_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

loyal_soldiers_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = loyal_soldiers_yurt_02

	can_construct = {
		custom_tooltip = {
			text = loyal_soldiers_yurt_01_domicile_building_desc
			any_relation = {
				type = blood_brother
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		councillor_opinion = 2
	}

	parameters = {
		loyal_soldiers_yurt_more_obedient_lvl_1 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

loyal_soldiers_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = loyal_soldiers_yurt_03

	can_construct = {
		custom_tooltip = {
			text = loyal_soldiers_yurt_01_domicile_building_desc
			any_relation = {
				type = blood_brother
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		councillor_opinion = 2
	}

	parameters = {
		loyal_soldiers_yurt_more_obedient_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

loyal_soldiers_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = loyal_soldiers_yurt_04

	can_construct = {
		custom_tooltip = {
			text = loyal_soldiers_yurt_01_domicile_building_desc
			any_relation = {
				type = blood_brother
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		councillor_opinion = 2
	}

	parameters = {
		loyal_soldiers_yurt_more_obedient_lvl_2 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

loyal_soldiers_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = loyal_soldiers_yurt_05

	can_construct = {
		custom_tooltip = {
			text = loyal_soldiers_yurt_01_domicile_building_desc
			any_relation = {
				type = blood_brother
			}
		}		
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		councillor_opinion = 2
	}

	parameters = {
		loyal_soldiers_yurt_more_obedient_lvl_3 = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_loyalty_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Forbearing
forbearing_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = forbearing_yurt_01_domicile_building_desc
			OR = {
				culture ?= {
					has_cultural_parameter = forbearing_internal_yurt_unlock
				}
				any_courtier = {
					count >= 5
					has_trait = patient
				}
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		defender_advantage = 2
		stress_gain_mult = -0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

forbearing_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = forbearing_yurt_01

	can_construct = {
		custom_tooltip = {
			text = forbearing_yurt_01_domicile_building_desc
			OR = {
				culture ?= {
					has_cultural_parameter = forbearing_internal_yurt_unlock
				}
				any_courtier = {
					count >= 5
					has_trait = patient
				}
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		defender_advantage = 1
		stress_gain_mult = -0.01
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

forbearing_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = forbearing_yurt_02

	can_construct = {
		custom_tooltip = {
			text = forbearing_yurt_01_domicile_building_desc
			OR = {
				culture ?= {
					has_cultural_parameter = forbearing_internal_yurt_unlock
				}
				any_courtier = {
					count >= 5
					has_trait = patient
				}
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		defender_advantage = 1
		stress_gain_mult = -0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

forbearing_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = forbearing_yurt_03

	can_construct = {
		custom_tooltip = {
			text = forbearing_yurt_01_domicile_building_desc
			OR = {
				culture ?= {
					has_cultural_parameter = forbearing_internal_yurt_unlock
				}
				any_courtier = {
					count >= 5
					has_trait = patient
				}
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		defender_advantage = 1
		stress_gain_mult = -0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

forbearing_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = forbearing_yurt_04

	can_construct = {
		custom_tooltip = {
			text = forbearing_yurt_01_domicile_building_desc
			OR = {
				culture ?= {
					has_cultural_parameter = forbearing_internal_yurt_unlock
				}
				any_courtier = {
					count >= 5
					has_trait = patient
				}
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		herd_gain_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

forbearing_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = forbearing_yurt_05

	can_construct = {
		custom_tooltip = {
			text = forbearing_yurt_01_domicile_building_desc
			OR = {
				culture ?= {
					has_cultural_parameter = forbearing_internal_yurt_unlock
				}
				any_courtier = {
					count >= 5
					has_trait = patient
				}
			}
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		herd_gain_mult = 0.02
		defender_advantage = 5
	}

	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forbearing_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Stalwart Defenders
stalwart_defenders_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = stalwart_defenders_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = stalwart_defenders_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		nomadic_horde_toughness_mult = 0.1
		maa_toughness_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

stalwart_defenders_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stalwart_defenders_yurt_01

	can_construct = {
		custom_tooltip = {
			text = stalwart_defenders_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = stalwart_defenders_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		nomadic_horde_toughness_mult = 0.05
		maa_toughness_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

stalwart_defenders_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stalwart_defenders_yurt_02

	can_construct = {
		custom_tooltip = {
			text = stalwart_defenders_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = stalwart_defenders_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		nomadic_horde_toughness_mult = 0.05
		maa_toughness_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

stalwart_defenders_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stalwart_defenders_yurt_03

	can_construct = {
		custom_tooltip = {
			text = stalwart_defenders_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = stalwart_defenders_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		nomadic_horde_toughness_mult = 0.05
		maa_toughness_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

stalwart_defenders_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stalwart_defenders_yurt_04

	can_construct = {
		custom_tooltip = {
			text = stalwart_defenders_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = stalwart_defenders_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		nomadic_horde_toughness_mult = 0.05
		maa_toughness_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

stalwart_defenders_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = stalwart_defenders_yurt_05

	can_construct = {
		custom_tooltip = {
			text = stalwart_defenders_yurt_01_domicile_building_desc
			culture ?= {
				has_cultural_parameter = stalwart_defenders_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		nomadic_horde_toughness_mult = 0.1
		maa_toughness_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_spirit_feretory.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Legalistic
legalistic_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	can_construct = {
		custom_tooltip = {
			text = legalistic_yurt_01_unlock
			highest_held_title_tier >= tier_empire
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	character_modifier = {
		legitimacy_gain_mult = 0.1
		legitimacy_loss_mult = -0.1
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

legalistic_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = legalistic_yurt_01

	can_construct = {
		custom_tooltip = {
			text = legalistic_yurt_01_unlock
			highest_held_title_tier >= tier_empire
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		legitimacy_loss_mult = -0.02
		monthly_prestige_gain_per_legitimacy_level_mult = 0.02
		monthly_piety_gain_per_legitimacy_level_mult = 0.02
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

legalistic_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = legalistic_yurt_02

	can_construct = {
		custom_tooltip = {
			text = legalistic_yurt_01_unlock
			highest_held_title_tier >= tier_empire
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		legitimacy_loss_mult = -0.02
	}


	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

legalistic_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = legalistic_yurt_03

	can_construct = {
		custom_tooltip = {
			text = legalistic_yurt_01_unlock
			highest_held_title_tier >= tier_empire
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		legitimacy_loss_mult = -0.02
	}


	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

legalistic_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = legalistic_yurt_04

	can_construct = {
		custom_tooltip = {
			text = legalistic_yurt_01_unlock
			highest_held_title_tier >= tier_empire
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		legitimacy_loss_mult = -0.02
	}


	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

legalistic_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = legalistic_yurt_05

	can_construct = {
		custom_tooltip = {
			text = legalistic_yurt_01_unlock
			highest_held_title_tier >= tier_empire
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		legitimacy_loss_mult = -0.02
		monthly_prestige_gain_per_legitimacy_level_mult = 0.03
		monthly_piety_gain_per_legitimacy_level_mult = 0.03
	}


	ai_value = {
		value = nomadic_capital_interior_building_6
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_law_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Horse Breeder
horse_breeder_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	can_construct = {
		custom_tooltip = {
			text = horse_breeder_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = horse_breeder_internal_yurt_unlock
			}
		}	
	}

	character_modifier = {
		movement_speed = 0.1
		archer_cavalry_damage_mult = 0.1
		light_cavalry_damage_mult = 0.1
		nomadic_horde_damage_mult = 0.1
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

horse_breeder_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = horse_breeder_yurt_01

	can_construct = {
		custom_tooltip = {
			text = horse_breeder_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = horse_breeder_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		movement_speed = 0.05
		archer_cavalry_damage_mult = 0.05
		light_cavalry_damage_mult = 0.05
		nomadic_horde_damage_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

horse_breeder_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = horse_breeder_yurt_02

	can_construct = {
		custom_tooltip = {
			text = horse_breeder_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = horse_breeder_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		movement_speed = 0.05
		archer_cavalry_damage_mult = 0.05
		light_cavalry_damage_mult = 0.05
		nomadic_horde_damage_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

horse_breeder_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = horse_breeder_yurt_03

	can_construct = {
		custom_tooltip = {
			text = horse_breeder_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = horse_breeder_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		movement_speed = 0.05
		archer_cavalry_damage_mult = 0.05
		light_cavalry_damage_mult = 0.05
		nomadic_horde_damage_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

horse_breeder_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = horse_breeder_yurt_04

	can_construct = {
		custom_tooltip = {
			text = horse_breeder_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = horse_breeder_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		movement_speed = 0.05
		archer_cavalry_damage_mult = 0.05
		light_cavalry_damage_mult = 0.05
		nomadic_horde_damage_mult = 0.05
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

horse_breeder_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = horse_breeder_yurt_05

	can_construct = {
		custom_tooltip = {
			text = horse_breeder_yurt_01_unlock
			culture ?= {
				has_cultural_parameter = horse_breeder_internal_yurt_unlock
			}
		}	
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		archer_cavalry_toughness_mult = 0.2
		light_cavalry_toughness_mult = 0.2
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
		
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_finest_horse.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

# Paiza metal trade yurt
paiza_metal_trade_yurt_01 = {
	construction_time = @yurt_internal_construction_time_tier_1
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = yurt_main_01

	cost = {
		herd = yurt_internal_building_herd_cost_tier_1
		prestige = yurt_internal_building_prestige_cost_tier_1
		gold = yurt_internal_building_gold_cost_tier_1
	}

	can_construct = {
		custom_tooltip = {
			text = paiza_metal_trade_yurt_flag_desc
			has_character_flag = paiza_metal_trade_yurt_flag
		}
	}

	character_modifier = {
		archer_cavalry_damage_add = 2
		light_cavalry_damage_add = 2
		nomadic_horde_damage_add = 2
		maa_damage_mult = 0.1
	}

	parameters = {
		paiza_metal_iron_cavalry_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_very_important_building
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

paiza_metal_trade_yurt_02 = {
	construction_time = @yurt_internal_construction_time_tier_2
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_metal_trade_yurt_01

	can_construct = {
		custom_tooltip = {
			text = paiza_metal_trade_yurt_flag_desc
			has_character_flag = paiza_metal_trade_yurt_flag
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_2
		prestige = yurt_internal_building_prestige_cost_tier_2
		gold = yurt_internal_building_gold_cost_tier_2
	}

	character_modifier = {
		archer_cavalry_toughness_add = 2
		light_cavalry_toughness_add = 2
		nomadic_horde_toughness_add = 2
		maa_toughness_mult = 0.1
	}

	parameters = {
		paiza_metal_iron_cavalry_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_1
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_01.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_01_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

paiza_metal_trade_yurt_03 = {
	construction_time = @yurt_internal_construction_time_tier_3
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_metal_trade_yurt_02

	can_construct = {
		custom_tooltip = {
			text = paiza_metal_trade_yurt_flag_desc
			has_character_flag = paiza_metal_trade_yurt_flag
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_3
		prestige = yurt_internal_building_prestige_cost_tier_3
		gold = yurt_internal_building_gold_cost_tier_3
	}

	character_modifier = {
		archer_cavalry_toughness_add = 2
		light_cavalry_toughness_add = 2
		nomadic_horde_toughness_add = 2
		maa_toughness_mult = 0.1
	}

	parameters = {
		paiza_metal_iron_cavalry_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_2
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

paiza_metal_trade_yurt_04 = {
	construction_time = @yurt_internal_construction_time_tier_4
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_metal_trade_yurt_03

	can_construct = {
		custom_tooltip = {
			text = paiza_metal_trade_yurt_flag_desc
			has_character_flag = paiza_metal_trade_yurt_flag
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_4
		prestige = yurt_internal_building_prestige_cost_tier_4
		gold = yurt_internal_building_gold_cost_tier_4
	}

	character_modifier = {
		archer_cavalry_damage_add = 2
		light_cavalry_damage_add = 2
		nomadic_horde_damage_add = 2
		maa_damage_mult = 0.1
	}

	parameters = {
		paiza_metal_iron_cavalry_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_3
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_02.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_02_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

paiza_metal_trade_yurt_05 = {
	construction_time = @yurt_internal_construction_time_tier_5
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_metal_trade_yurt_04

	can_construct = {
		custom_tooltip = {
			text = paiza_metal_trade_yurt_flag_desc
			has_character_flag = paiza_metal_trade_yurt_flag
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_5
		prestige = yurt_internal_building_prestige_cost_tier_5
		gold = yurt_internal_building_gold_cost_tier_5
	}

	character_modifier = {
		archer_cavalry_damage_add = 6
		light_cavalry_damage_add = 6
		nomadic_horde_damage_add = 2
		maa_damage_mult = 0.2
	}

	parameters = {
		paiza_metal_iron_cavalry_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_4
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

paiza_metal_trade_yurt_06 = {
	construction_time = @yurt_internal_construction_time_tier_6
	allowed_domicile_types = { yurt }
	slot_type = internal
	previous_building = paiza_metal_trade_yurt_05

	can_construct = {
		custom_tooltip = {
			text = paiza_metal_trade_yurt_flag_desc
			has_character_flag = paiza_metal_trade_yurt_flag
		}
	}

	cost = {
		herd = yurt_internal_building_herd_cost_tier_6
		prestige = yurt_internal_building_prestige_cost_tier_6
		gold = yurt_internal_building_gold_cost_tier_6
	}

	character_modifier = {
		archer_cavalry_toughness_add = 6
		light_cavalry_toughness_add = 6
		nomadic_horde_toughness_add = 2
		maa_toughness_mult = 0.2
	}

	parameters = {
		paiza_metal_iron_cavalry_unlock = yes
	}

	ai_value = {
		value = nomadic_capital_interior_building_5
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_paiza_yurt.dds"
		texture = "gfx/interface/window_domiciles/main_yurt_03.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/main_yurt_03_mask.png"
		soundeffect = "event:/DLC/CE2/UI/camp_buildings/ce2_ui_domicile_buildings_mainYurt"
	}
}

