@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds"
@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds"
@holding_illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds"

# Tribal Hold
tribe_01 = {
	construction_time = slow_construction_time

	#Meshes (Indented for readability)
		### GENERIC ### 
		asset = {
			type = pdxmesh
			names = {
				building_western_tribal_01_a_mesh
			}
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_tribal_01_a_mesh"
			}
			graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx mena_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_steppe_tribal_01_a_mesh"
			}
			graphical_cultures = { steppe_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_tribal_01_a_mesh"
			}
			graphical_cultures = { indian_building_gfx tibetan_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_african_tribal_01_a_mesh"
			}
			graphical_cultures = { african_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_tribal_mesh"
			}
			requires_dlc_flag = the_northern_lords
			graphical_cultures = { norse_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		# TGP Southeast Asia
		asset = {
			type = pdxmesh
			names = {
				"tgp_building_se_asia_tribal_01_mesh"
			}
			graphical_cultures = { southeast_asian_building_gfx }
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		always = no	#Tribes are set at game start.
	}
	
	cost_prestige = expensive_building_tier_3_cost
	cost_gold = expensive_building_tier_1_cost
	next_building = tribe_02
	
	levy = normal_building_levy_tier_3
	max_garrison = good_building_max_garrison_tier_1
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
	province_modifier = {
		fort_level = 1
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
	}
	
	province_government_modifier = {
		parameter = government_is_tribal_excluding_wanua
		monthly_income = poor_building_tax_tier_1
	}
	
	province_government_modifier = {
		parameter = government_is_wanua
		monthly_income = poor_building_tax_halved_tier_1
		monthly_barter_goods = 1
		building_slot_add = 2
	}

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

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

	province_culture_modifier = {
		parameter = tribal_holding_stationed_bonus
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}

	province_terrain_modifier = {
		parameter = coastal_tribe_bonuses
		is_coastal = yes
		stationed_maa_damage_mult = normal_maa_damage_tier_1
	}
	
	character_modifier = {
		county_fertility_growth_mult = 0.35
		men_at_arms_cap = 1
	}
	
	next_building = tribe_02

	type_icon = "icon_building_longhouses.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
	}
}

tribe_02 = {
	construction_time = slow_construction_time

	#Meshes (Indented for readability)
		### GENERIC ### 
		asset = {
			type = pdxmesh
			names = {
				building_western_tribal_01_a_mesh
			}
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_mena_tribal_01_a_mesh"
			}
			graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx mena_building_gfx mena_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_steppe_tribal_01_a_mesh"
			}
			graphical_cultures = { steppe_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_india_tribal_01_a_mesh"
			}
			graphical_cultures = { indian_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"building_african_tribal_01_a_mesh"
			}
			graphical_cultures = { african_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		asset = {
			type = pdxmesh
			names = {
				"fp1_building_norse_tribal_mesh"
			}
			requires_dlc_flag = the_northern_lords
			graphical_cultures = { norse_building_gfx }
			illustration = @holding_illustration_grass
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}
		# TGP Southeast Asia
		asset = {
			type = pdxmesh
			names = {
				"tgp_building_se_asia_tribal_01_mesh"
			}
			graphical_cultures = { southeast_asian_building_gfx }
			illustration = @holding_illustration_seasia
			soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
		}

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
	}
	can_construct_showing_failures_only = {
		OR = {
			scope:holder = {
				culture = { has_innovation = innovation_plenary_assemblies }
			}
			mpo_permafrost_building_trigger = yes
		}
	}
	
	cost_prestige = expensive_building_tier_3_cost
	cost_gold = expensive_building_tier_1_cost
	
	levy = normal_building_levy_tier_5
	max_garrison = good_building_max_garrison_tier_2
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
	province_modifier = {
		fort_level = 2
		stationed_maa_damage_mult = normal_maa_damage_tier_4
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
	}
	
	province_government_modifier = {
		parameter = government_is_tribal_excluding_wanua
		monthly_income = poor_building_tax_tier_3
	}
	
	province_government_modifier = {
		parameter = government_is_wanua
		monthly_income = poor_building_tax_halved_tier_3
		monthly_barter_goods = 2
		building_slot_add = 2
	}

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

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

	province_culture_modifier = {
		parameter = tribal_holding_stationed_bonus
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
	}

	province_terrain_modifier = {
		parameter = coastal_tribe_bonuses
		is_coastal = yes
		stationed_maa_damage_mult = normal_maa_damage_tier_2
	}
	
	character_modifier = {
		county_fertility_growth_mult = 0.35
		men_at_arms_cap = 2
	}
	
	ai_value = {
		base = 1
	}
}

longhouses_01 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}	
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	
	character_modifier = {
		monthly_prestige = 0.25
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.2
	}
	
	next_building = longhouses_02

	type_icon = "icon_building_longhouses.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

longhouses_02 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}
	can_construct_showing_failures_only = {
		OR = {
			mpo_permafrost_building_trigger = yes
			scope:holder = {
				culture = { has_innovation = innovation_barracks }
			}
		}		
	}
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	
	character_modifier = {
		monthly_prestige = 0.5
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.4
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# War Camps

war_camps_01 = {
	construction_time = slow_construction_time
	effect_desc = tournament_cost_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	levy = excellent_building_levy_tier_1
	
	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.1
	}
	
	province_modifier = {
		stationed_skirmishers_damage_mult = high_maa_damage_tier_1
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
		stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
	}

	province_terrain_modifier = {
		parameter = coastal_tribe_bonuses
		is_coastal = yes
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = war_camps_02

	type_icon = "icon_building_warcamps.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

war_camps_02 = {
	construction_time = slow_construction_time
	effect_desc = tournament_cost_effect_desc

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}
	can_construct_showing_failures_only = {
		OR = {
			mpo_permafrost_building_trigger = yes
			scope:holder = {
				culture = { has_innovation = innovation_barracks }
			}
		}
	}	
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	levy = excellent_building_levy_tier_2
	
	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.2
	}
	
	province_modifier = {
		stationed_skirmishers_damage_mult = high_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
		stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
	}

	province_terrain_modifier = {
		parameter = coastal_tribe_bonuses
		is_coastal = yes
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
	}

	character_culture_modifier = {
		parameter = strength_in_numbers_maa_limit_bonus 
		men_at_arms_limit = 1
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# Palisades

palisades_01 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	max_garrison = normal_building_max_garrison_tier_1
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_1
		fort_level = normal_building_fort_level_tier_1
	}
	
	province_modifier = {
		stationed_archers_damage_mult = high_maa_damage_tier_1
		stationed_archers_toughness_mult = normal_maa_toughness_tier_1
		stationed_pikemen_damage_mult = high_maa_damage_tier_1
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
	}

	
	next_building = palisades_02

	type_icon = "icon_building_palisades.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

palisades_02 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}
	can_construct_showing_failures_only = {
		OR = {
			mpo_permafrost_building_trigger = yes
			scope:holder = {
				culture = { has_innovation = innovation_barracks }
			}
		}
	}	
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	max_garrison = normal_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_2
		fort_level = normal_building_fort_level_tier_2
	}
	
	province_modifier = {
		stationed_archers_damage_mult = high_maa_damage_tier_2
		stationed_archers_toughness_mult = normal_maa_toughness_tier_2
		stationed_pikemen_damage_mult = high_maa_damage_tier_2
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# Market Villages

market_villages_01 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}	
	
	cost_prestige = expensive_building_tier_1_cost
	cost_gold = tribal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		supply_limit = 500
	}

	province_terrain_modifier = {
		parameter = coastal_tribe_bonuses
		is_coastal = yes
		levy_size = 0.02
	}
	
	next_building = market_villages_02

	type_icon = "icon_building_market_villages.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_economy_modifier = yes
	}
}

market_villages_02 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_tribal = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder = { NOT = { government_has_flag = government_is_wanua } }
	}
	can_construct_showing_failures_only = {
		OR = {
			mpo_permafrost_building_trigger = yes
			scope:holder = {
				culture = { has_innovation = innovation_barracks }
			}
		}
	}	
	province_terrain_modifier = {
		parameter = coastal_tribe_bonuses
		is_coastal = yes
		levy_size = 0.03
	}
	
	cost_prestige = expensive_building_tier_2_cost
	cost_gold = tribal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		supply_limit = 1000
	}
	
	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}

# Wanua buildings

# Idjang Forts

idjang_forts_01 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	max_garrison = normal_building_max_garrison_tier_1
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_1
		fort_level = normal_building_fort_level_tier_1
	}
	
	province_modifier = {
		monthly_barter_goods = 0.15
		monthly_barter_goods_mult = 0.1
		hostile_raid_time = 0.25
		stationed_archers_toughness_mult = normal_maa_toughness_tier_1
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = idjang_forts_02

	type_icon = "icon_structure_idjang_forts.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

idjang_forts_02 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	max_garrison = normal_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_2
		fort_level = normal_building_fort_level_tier_2
	}
	
	province_modifier = {
		monthly_barter_goods = 0.3
		monthly_barter_goods_mult = 0.2
		hostile_raid_time = 0.5
		stationed_archers_toughness_mult = normal_maa_toughness_tier_2
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
	}
	
	next_building = idjang_forts_03
	
	ai_value = {
		base = 1
		directive_to_fortify_modifier = yes
	}
}

idjang_forts_03 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_3_cost
	
	levy = normal_building_levy_tier_3
	max_garrison = normal_building_max_garrison_tier_3
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = normal_building_fort_level_tier_3
	}
	
	province_modifier = {
		monthly_barter_goods = 0.4
		monthly_barter_goods_mult = 0.3
		hostile_raid_time = 0.75
		stationed_archers_toughness_mult = normal_maa_toughness_tier_3
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3
	}
	character_government_modifier = {
		parameter = government_is_wanua
		domain_limit_max = 1
	}
	
	next_building = idjang_forts_04
	
	ai_value = {
		base = 1
		directive_to_fortify_modifier = yes
	}
}

idjang_forts_04 = {
	construction_time = standard_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_4_cost
	
	levy = normal_building_levy_tier_4
	max_garrison = normal_building_max_garrison_tier_4
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_4
		fort_level = normal_building_fort_level_tier_4
	}
	
	province_modifier = {
		monthly_barter_goods = 0.5
		monthly_barter_goods_mult = 0.4
		hostile_raid_time = 1
		stationed_archers_toughness_mult = normal_maa_toughness_tier_4
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_4
	}
	character_government_modifier = {
		parameter = government_is_wanua
		domain_limit_max = 1
	}
	
	ai_value = {
		base = 1
		directive_to_fortify_modifier = yes
	}
}

# Wantilan

wantilan_01 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_1_cost
	
	levy = small_building_levy_tier_1
	
	character_modifier = {
		monthly_prestige = 0.1
		knight_effectiveness_mult = 0.05
		monthly_barter_goods_mult = 0.02
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.1
		county_opinion_add = 3
	}
	province_modifier = {
		monthly_barter_goods = 0.15
		stationed_archers_damage_mult = normal_maa_damage_tier_1
		stationed_archers_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = wantilan_02

	type_icon = "icon_structure_wantilan.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

wantilan_02 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_2_cost
	
	levy = small_building_levy_tier_2
	
	character_modifier = {
		monthly_prestige = 0.2
		knight_effectiveness_mult = 0.1
		monthly_barter_goods_mult = 0.04
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.2
		county_opinion_add = 6
	}
	province_modifier = {
		monthly_barter_goods = 0.3
		stationed_archers_damage_mult = normal_maa_damage_tier_2
		stationed_archers_toughness_mult = normal_maa_toughness_tier_2
	}
	
	next_building = wantilan_03
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

wantilan_03 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_3_cost
	
	levy = small_building_levy_tier_3
	
	character_modifier = {
		monthly_prestige = 0.3
		knight_effectiveness_mult = 0.15
		monthly_barter_goods_mult = 0.06
	}
	character_government_modifier = {
		parameter = government_is_wanua
		domain_limit_max = 1
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.3
		county_opinion_add = 9
	}
	province_modifier = {
		monthly_barter_goods = 0.4
		stationed_archers_damage_mult = normal_maa_damage_tier_3
		stationed_archers_toughness_mult = normal_maa_toughness_tier_3
	}
	
	next_building = wantilan_04
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

wantilan_04 = {
	construction_time = slow_construction_time
	effect_desc = longhouses_effect_desc

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_4_cost
	
	levy = small_building_levy_tier_4
	
	character_modifier = {
		monthly_prestige = 0.4
		knight_effectiveness_mult = 0.2
		monthly_barter_goods_mult = 0.08
	}
	character_government_modifier = {
		parameter = government_is_wanua
		domain_limit_max = 1
	}
	county_modifier = {
		monthly_county_control_growth_add = 0.4
		county_opinion_add = 12
	}
	province_modifier = {
		monthly_barter_goods = 0.5
		stationed_archers_damage_mult = normal_maa_damage_tier_4
		stationed_archers_toughness_mult = normal_maa_toughness_tier_4
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# Kora-Kora Yards	

kora_kora_yards_01 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		OR = {
			is_coastal = yes
			is_riverside_province = yes
		}
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_1_cost
	
	levy = good_building_levy_tier_1
	
	character_modifier = {
		naval_movement_speed_mult = 0.1
		monthly_barter_goods_mult = 0.01
		raid_speed = 0.1
	}

	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 1
	}

	province_modifier = {
		monthly_barter_goods = 0.25
		defender_holding_advantage = poor_building_advantage_tier_1
		stationed_skirmishers_damage_mult = high_maa_damage_tier_1
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1
		stationed_archers_damage_mult = low_maa_damage_tier_1
		stationed_archers_toughness_mult = low_maa_toughness_tier_1
	}
	
	next_building = kora_kora_yards_02

	type_icon = "icon_structure_kora_kora_yard.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

kora_kora_yards_02 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_2_cost
	
	levy = good_building_levy_tier_2
	
	character_modifier = {
		naval_movement_speed_mult = 0.2
		monthly_barter_goods_mult = 0.02
		raid_speed = 0.2
	}

	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 1
	}

	province_modifier = {
		monthly_barter_goods = 0.5
		defender_holding_advantage = poor_building_advantage_tier_2
		stationed_skirmishers_damage_mult = high_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2
		stationed_archers_damage_mult = low_maa_damage_tier_2
		stationed_archers_toughness_mult = low_maa_toughness_tier_2
	}
	
	next_building = kora_kora_yards_03
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

kora_kora_yards_03 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_3_cost
	
	levy = good_building_levy_tier_3
	
	character_modifier = {
		naval_movement_speed_mult = 0.3
		monthly_barter_goods_mult = 0.03
		raid_speed = 0.3
	}
	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 2
	}
	province_modifier = {
		monthly_barter_goods = 0.7
		defender_holding_advantage = poor_building_advantage_tier_3
		stationed_skirmishers_damage_mult = high_maa_damage_tier_3
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3
		stationed_archers_damage_mult = low_maa_damage_tier_3
		stationed_archers_toughness_mult = low_maa_toughness_tier_3
	}
	
	next_building = kora_kora_yards_04
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

kora_kora_yards_04 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_4_cost
	
	levy = good_building_levy_tier_4
	
	character_modifier = {
		naval_movement_speed_mult = 0.4
		monthly_barter_goods_mult = 0.04
		raid_speed = 0.4
	}
	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 2
	}
	province_modifier = {
		monthly_barter_goods = 0.9
		defender_holding_advantage = poor_building_advantage_tier_4
		stationed_skirmishers_damage_mult = high_maa_damage_tier_4
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_4
		stationed_archers_damage_mult = low_maa_damage_tier_4
		stationed_archers_toughness_mult = low_maa_toughness_tier_4
	}
	
	ai_value = {
		base = 1
		directive_to_build_military_modifier = yes
	}
}

# Water Temples

water_temples_01 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_1_cost
	
	levy = poor_building_levy_tier_1
	
	character_modifier = {
		monthly_piety = 0.15
	}

	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 1
	}

	county_modifier = {
		supply_limit_mult = 0.2
	}
	province_modifier = {
		monthly_barter_goods = 0.2
		monthly_income = 0.1
		stationed_pikemen_damage_mult = normal_maa_damage_tier_1
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_1
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
	}
	
	next_building = water_temples_02

	type_icon = "icon_structure_water_temples.dds"

	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_economy_modifier = yes
	}
}

water_temples_02 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_2_cost
	
	levy = poor_building_levy_tier_2
	
	character_modifier = {
		monthly_piety = 0.3
	}

	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 1
	}

	county_modifier = {
		supply_limit_mult = 0.4
	}
	province_modifier = {
		monthly_barter_goods = 0.4
		monthly_income = 0.2
		stationed_pikemen_damage_mult = normal_maa_damage_tier_2
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
	}
	
	next_building = water_temples_03

	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}

water_temples_03 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_3_cost
	
	levy = poor_building_levy_tier_3
	
	character_modifier = {
		monthly_piety = 0.45
	}
	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 2
	}
	county_modifier = {
		supply_limit_mult = 0.6
	}
	province_modifier = {
		monthly_barter_goods = 0.55
		monthly_income = 0.3
		stationed_pikemen_damage_mult = normal_maa_damage_tier_3
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_3
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3
	}
	
	next_building = water_temples_04

	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}

water_temples_04 = {
	construction_time = slow_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_4_cost
	
	levy = poor_building_levy_tier_4
	
	character_modifier = {
		monthly_piety = 0.6
	}
	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 2
	}
	county_modifier = {
		supply_limit_mult = 0.8
	}
	province_modifier = {
		monthly_barter_goods = 0.7
		monthly_income = 0.4
		stationed_pikemen_damage_mult = normal_maa_damage_tier_4
		stationed_pikemen_toughness_mult = normal_maa_toughness_tier_4
		stationed_skirmishers_damage_mult = normal_maa_damage_tier_4
		stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4
	}

	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}

# Stilted Granaries

stilted_granaries_01 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_1_cost
	
	character_modifier = {
		supply_capacity_mult = 0.1
	}

	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 1
	}
	
	county_modifier = {
		epidemic_resistance = 5
	}
	
	province_modifier = {
		monthly_barter_goods = 0.25
		monthly_income = 0.1
		supply_limit = 250
		levy_size = 0.1
		stationed_skirmishers_damage_mult = low_maa_damage_tier_1
		stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1
	}
	
	next_building = stilted_granaries_02

	type_icon = "icon_structure_stilted_granaries.dds"
	
	ai_value = {
		base = 1
		ai_tier_1_building_modifier = yes
		directive_to_build_economy_modifier = yes
	}
}

stilted_granaries_02 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_2_cost
	
	character_modifier = {
		supply_capacity_mult = 0.2
	}

	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 1
	}
	
	county_modifier = {
		epidemic_resistance = 10
	}
	
	province_modifier = {
		monthly_barter_goods = 0.5
		monthly_income = 0.2
		supply_limit = 500
		levy_size = 0.2
		stationed_skirmishers_damage_mult = low_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2
	}
	
	next_building = stilted_granaries_03
	
	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}

stilted_granaries_03 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}
	
	cost_gold = tribal_building_tier_2_cost
	
	character_modifier = {
		supply_capacity_mult = 0.3
	}
	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 2
	}
	
	county_modifier = {
		epidemic_resistance = 15
	}
	
	province_modifier = {
		monthly_barter_goods = 0.7
		monthly_income = 0.3
		supply_limit = 750
		levy_size = 0.3
		stationed_skirmishers_damage_mult = low_maa_damage_tier_3
		stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3
	}
	
	next_building = stilted_granaries_04
	
	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}

stilted_granaries_04 = {
	construction_time = quick_construction_time

	is_enabled = {
		building_requirement_wanua = yes
	}
	can_construct_potential = {
		has_building_or_higher = tribe_01
		scope:holder ?= {
			government_has_flag = government_is_wanua
		}
	}	
	
	cost_gold = tribal_building_tier_4_cost
	
	character_modifier = {
		supply_capacity_mult = 0.4
	}
	character_government_modifier = {
		parameter = government_is_wanua
		vassal_limit_max = 2
	}
	
	county_modifier = {
		epidemic_resistance = 20
	}
	
	province_modifier = {
		monthly_barter_goods = 0.9
		monthly_income = 0.4
		supply_limit = 1000
		levy_size = 0.4
		stationed_skirmishers_damage_mult = low_maa_damage_tier_4
		stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4
	}
	
	ai_value = {
		base = 1
		directive_to_build_economy_modifier = yes
	}
}
