##################
# ESTATE BUILDINGS
##################

### NOTE: If updating, adding, or changing buildings, ensure the following effects are updated too:
### destroy_random_estate_building_variable_effect
### destroy_random_estate_building_effect

### Estate Main Building - The Villa
estate_main_01 = {
	slot_type = main
	internal_slots = 2
	construction_time = 730
	allowed_domicile_types = { estate }

	cost = {
		gold = estate_external_building_high_cost_tier_2_value
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 1
		domicile_external_slots_capacity_add = 2
	}

	ai_value = {
		value = 100
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

estate_main_02 = {
	slot_type = main
	internal_slots = 4
	construction_time = 730
	allowed_domicile_types = { estate }
	previous_building = estate_main_01
	
	can_construct = {
		culture ?= { has_innovation = innovation_city_planning }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_3_value
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.5
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

estate_main_03 = {
	slot_type = main
	internal_slots = 6
	construction_time = 730
	allowed_domicile_types = { estate }
	previous_building = estate_main_02
	
	can_construct = {
		culture ?= { has_innovation = innovation_manorialism }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_4_value
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.02
		domicile_monthly_influence_add = 0.5
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

estate_main_04 = {
	slot_type = main
	internal_slots = 8
	construction_time = 730
	allowed_domicile_types = { estate }
	previous_building = estate_main_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_development_03 }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_5_value
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_3 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.03
		domicile_monthly_influence_add = 0.5
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

estate_main_05 = {
	slot_type = main
	internal_slots = 10
	construction_time = 730
	allowed_domicile_types = { estate  }
	previous_building = estate_main_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_cranes }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_6_value
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_4 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.75
		domicile_monthly_gold_mult = 0.05
		domicile_monthly_influence_add = 0.5
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

####################
##### VILLA UPGRADES
### Diplomacy Upgrade
living_quarters_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		personal_scheme_phase_duration_add = -10
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
living_quarters_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = living_quarters_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		dynasty_house_opinion = 5
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
living_quarters_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = living_quarters_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
living_quarters_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = living_quarters_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		dynasty_house_opinion = 5
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Martial Upgrade
trophy_room_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
trophy_room_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = trophy_room_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		prowess = 1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
trophy_room_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = trophy_room_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		advantage = 3
	}

	parameters = {
		trophy_room_victory_influence = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
trophy_room_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = trophy_room_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		advantage = 3
		prowess = 1
	}

	parameters = {
		trophy_room_victory_influence = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Stewardship Upgrade
office_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		estate_local_theme_cost_reduction = yes
		estate_unlock_teach_governor_interaction = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
office_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = office_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		estate_local_theme_cost_reduction = yes
		estate_governor_efficiency_bonus = yes
		estate_unlock_teach_governor_interaction = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
office_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = office_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		estate_local_theme_cost_reduction = yes
		estate_governor_efficiency_bonus = yes
		estate_governor_efficiency_bonus_for_house_members = yes
		estate_unlock_teach_governor_interaction = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
office_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = office_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
		estate_local_theme_cost_reduction = yes
		estate_governor_efficiency_bonus = yes
		estate_governor_efficiency_bonus_for_house_members = yes
		estate_governor_trait_xp_bonus_for_contracts = yes
		estate_unlock_teach_governor_interaction = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Intrigue Upgrade
servants_quarters_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
servants_quarters_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = servants_quarters_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
servants_quarters_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = servants_quarters_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		owned_hostile_scheme_success_chance_add = 5
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
servants_quarters_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = servants_quarters_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
		estate_improve_political_scheme_countermeasure = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		owned_hostile_scheme_success_chance_add = 5
		max_hostile_schemes_add = 1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Learning Upgrade
library_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
library_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = library_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

# Observatory sub-branch
library_observatory_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		owned_legend_spread_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
library_observatory_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = library_observatory_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		owned_legend_spread_mult = 0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

# Education sub-branch
library_education_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
		estate_reduced_tutor_cost = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
library_education_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = library_education_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_unlock_tier_5_education = yes
		estate_increase_physician_aptitude = yes
		estate_reduced_tutor_cost = yes
		estate_increased_tutor_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Bath
bath_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
bath_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = bath_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 2
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
bath_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = bath_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 3
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
bath_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = bath_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 5
	}

	parameters = {
		estate_increase_safe_treatment_success_2 = yes
	}
	
	ai_value = {
		value = 3
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Guest Room
guest_room_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
		courtier_and_guest_opinion = 2
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_room_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guest_room_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
	}

	parameters = {
		increased_success_personal_schemes_1 = yes
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_room_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guest_room_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_1 = yes
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_room_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guest_room_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
	}

	parameters = {
		increased_success_personal_schemes_2 = yes
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_room_05 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guest_room_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_2 = yes
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guest_room_06 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guest_room_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
	}

	parameters = {
		increased_success_personal_schemes_3 = yes
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_esteemed_hospitality
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Wine Cellar
wine_cellar_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_wine_cellar }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_1 = yes
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner.culture ?= {
					OR = {
						has_cultural_pillar = heritage_byzantine
						has_cultural_tradition = tradition_culinary_art
					}
				}
			}
			add = 3
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
wine_cellar_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = wine_cellar_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_wine_cellar }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_2 = yes
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					OR = {
						has_cultural_pillar = heritage_byzantine
						has_cultural_tradition = tradition_culinary_art
					}
				}
			}
			add = 3
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
wine_cellar_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = wine_cellar_02

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_wine_cellar }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_3 = yes
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					OR = {
						has_cultural_pillar = heritage_byzantine
						has_cultural_tradition = tradition_culinary_art
					}
				}
			}
			add = 3
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Courtyard
courtyard_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
courtyard_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = courtyard_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
		estate_cheaper_feast_cost = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
courtyard_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = courtyard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
		estate_cheaper_feast_cost = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
courtyard_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = courtyard_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
		estate_cheaper_feast_cost = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Prison
prison_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
prison_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = prison_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
		estate_torture_grants_influence = yes
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
prison_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = prison_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
		estate_torture_grants_influence = yes
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
		hostage_renown_mult = 0.05
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
prison_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = prison_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
		estate_torture_grants_influence = yes
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
		hostage_renown_mult = 0.05
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 5
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Reception Hall
reception_hall_01 = {
	construction_time = 1000
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	can_construct = {
		dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_reception_hall }
				multiply = 0.75
				desc = raid_insight_reception_hall
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.02
	}

	parameters = {
		legitimacy_counter = yes
		reception_hall_legitimacy_loss_01 = yes
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

reception_hall_02 = {
	construction_time = 1000
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = reception_hall_01

	can_construct = {
		dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_reception_hall }
				multiply = 0.75
				desc = raid_insight_reception_hall
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.04
	}

	parameters = {
		legitimacy_counter = yes
		reception_hall_legitimacy_loss_02 = yes
		estate_increase_house_member_investment_cap_1 = yes
	}

	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

reception_hall_03 = {
	construction_time = 1000
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = reception_hall_02

	can_construct = {
		dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_reception_hall }
				multiply = 0.75
				desc = raid_insight_reception_hall
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.06
	}

	parameters = {
		legitimacy_counter = yes
		reception_hall_legitimacy_loss_03 = yes
		estate_increase_house_member_investment_cap_2 = yes
	}

	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

reception_hall_04 = {
	construction_time = 1000
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = reception_hall_03

	can_construct = {
		dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_reception_hall }
				multiply = 0.75
				desc = raid_insight_reception_hall
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.08
	}

	parameters = {
		legitimacy_counter = yes
		reception_hall_legitimacy_loss_04 = yes
		estate_increase_house_member_investment_cap_3 = yes
	}

	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

reception_hall_05 = {
	construction_time = 1000
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = reception_hall_04

	can_construct = {
		dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 }
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_reception_hall }
				multiply = 0.75
				desc = raid_insight_reception_hall
			}
		}
	}

	character_modifier = {
		domicile_monthly_influence_mult = 0.1
	}

	parameters = {
		legitimacy_counter = yes
		reception_hall_legitimacy_loss_05 = yes
		estate_increase_house_member_investment_cap_4 = yes
	}

	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Cabinet of Curiosities
cabinet_of_curiosities_01 = {
	construction_time = 1000 
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	can_construct = {
		dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_cabinet_of_curiosities }
				multiply = 0.75
				desc = raid_insight_cabinet_of_curiosities
			}
		}
	}

	character_modifier = {
		learning_per_influence_level = 1
		domicile_monthly_influence_add = 0.1
	}
	
	parameters = {
		can_receive_artifacts = yes
		estate_improved_inspirations_1 = yes
		house_head_can_ask_for_artifacts = yes
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

cabinet_of_curiosities_02 = {
	construction_time = 1000 
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = cabinet_of_curiosities_01

	can_construct = {
		dynasty ?= {
			has_dynasty_perk = ep3_administrative_legacy_4
			custom_description = {
				text = cabinet_of_curiosities_upgrade_trigger_2
				dynast.house ?= { cabinet_of_curiosities_artifact_score >= 15 }
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_cabinet_of_curiosities }
				multiply = 0.75
				desc = raid_insight_cabinet_of_curiosities
			}
		}
	}

	character_modifier = {
		stewardship_per_influence_level = 1
		monthly_dynasty_prestige = 0.5
		domicile_monthly_influence_add = 0.2
		monthly_court_grandeur_change_add = 0.2
	}
	
	parameters = {
		can_receive_artifacts = yes
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
		house_head_can_ask_for_artifacts = yes
	}

	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

cabinet_of_curiosities_03 = {
	construction_time = 1000 
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = cabinet_of_curiosities_02

	can_construct = {
		dynasty ?= {
			has_dynasty_perk = ep3_administrative_legacy_4
			custom_description = {
				text = cabinet_of_curiosities_upgrade_trigger_3
				dynast.house ?= { cabinet_of_curiosities_artifact_score >= 35 }
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_cabinet_of_curiosities }
				multiply = 0.75
				desc = raid_insight_cabinet_of_curiosities
			}
		}
	}

	character_modifier = {
		learning_per_influence_level = 1
		stewardship_per_influence_level = 1
		monthly_dynasty_prestige = 0.5
		domicile_monthly_influence_add = 0.3
		monthly_court_grandeur_change_add = 0.3
		general_opinion = 10
	}
	
	parameters = {
		can_receive_artifacts = yes
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
		house_head_can_ask_for_artifacts = yes
	}

	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

#Grand Solar
grand_solar_01 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = estate_main_01

	can_construct = {
		custom_tooltip = {
			text = unlocked_via_event
			house.house_head = { has_character_flag = ep3_construct_grand_solar }
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		dynasty_opinion = 5
		stress_gain_mult = -0.05
	}

	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_solar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

grand_solar_02 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grand_solar_01

	can_construct = {
		custom_tooltip = {
			text = unlocked_via_event
			house.house_head = { has_character_flag = ep3_construct_grand_solar }
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		dynasty_opinion = 5
		stress_gain_mult = -0.05
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_solar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

grand_solar_03 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grand_solar_02

	can_construct = {
		custom_tooltip = {
			text = unlocked_via_event
			house.house_head = { has_character_flag = ep3_construct_grand_solar }
		}
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
		stress_gain_mult = -0.1
	}

	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_solar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

grand_solar_04 = {
	construction_time = 730
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grand_solar_03

	can_construct = {
		custom_tooltip = {
			text = unlocked_via_event
			house.house_head = { has_character_flag = ep3_construct_grand_solar }
		}
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	parameters = {
		solar_white_peace_stress_loss = yes
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
		stress_gain_mult = -0.1
	}

	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_solar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

####################
#### BUILDINGS #####
####################

### Temple Building
temple_small_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	can_construct = {
		NOT = {
			government_has_flag = government_is_celestial
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}
	parameters = {
		influence_gain_from_hof_support_1 = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
temple_small_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_small_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}
	parameters = {
		influence_gain_from_hof_support_2 = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
temple_small_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_small_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}
	parameters = {
		influence_gain_from_hof_support_3 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

# Crypt sub-branch
temple_crypt_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_small_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
		estate_inherit_influence_small_bonus = yes
		influence_gain_from_hof_support_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.03
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							has_cultural_tradition = tradition_mystical_ancestors
						}
						faith ?= { has_doctrine = tenet_ancestor_worship }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
}
temple_crypt_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_crypt_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
		estate_inherit_influence_medium_bonus = yes
		influence_gain_from_hof_support_3 = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.03
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							has_cultural_tradition = tradition_mystical_ancestors
						}
						faith ?= { has_doctrine = tenet_ancestor_worship }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
}
temple_crypt_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_crypt_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
		estate_inherit_influence_large_bonus = yes
		influence_gain_from_hof_support_3 = yes
		estate_powerful_family_rating_per_dynasty_level = yes
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.04
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							has_cultural_tradition = tradition_mystical_ancestors
						}
						faith ?= { has_doctrine = tenet_ancestor_worship }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt"
	}
}

# Temple sub-branch
temple_large_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_small_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_gold_add = 0.3
		clergy_opinion = 5
	}
	parameters = {
		influence_gain_from_hof_support_4 = yes
		reduce_state_faith_cost = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
}
temple_large_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_large_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_gold_add = 0.4
		clergy_opinion = 5
	}
	parameters = {
		influence_gain_from_hof_support_5 = yes
		reduce_state_faith_cost = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
}
temple_large_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_large_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.3
		domicile_monthly_gold_add = 0.5
		clergy_opinion = 5
	}

	parameters = {
		influence_gain_from_hof_support_6 = yes
		reduce_state_faith_cost = yes
		more_successful_heresies = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large"
	}
}

# Monastery sub-branch
temple_monastery_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_small_03
	
	can_construct = {
		faith = { has_doctrine = tenet_monasticism }
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}
	
	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	parameters = {
		influence_gain_from_hof_support_4 = yes
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		domicile_monthly_gold_add = 0.6
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
}
temple_monastery_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_monastery_04
	
	can_construct = {
		faith = { has_doctrine = tenet_monasticism }
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}
	
	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	parameters = {
		influence_gain_from_hof_support_5 = yes
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		domicile_monthly_gold_add = 0.8
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
}
temple_monastery_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = temple_monastery_05
	
	can_construct = {
		faith = { has_doctrine = tenet_monasticism }
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}
	
	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	parameters = {
		influence_gain_from_hof_support_6 = yes
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		domicile_monthly_gold_add = 1
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_ancestral_shrine_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_ancestral_shrine_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		trigger = {
			owner = {
				OR = {
					faith.religion = religion:eastern_orthodox_religion 
					faith.religion = religion:catholic_religion 
					faith.religion = religion:protestant_religion 
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery"
	}
}

### Barracks
barracks_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
barracks_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = barracks_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
barracks_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = barracks_02

	can_construct = {
		estate_can_construct_barracks_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
barracks_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = barracks_03

	can_construct = {
		estate_can_construct_barracks_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
barracks_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = barracks_04

	can_construct = {
		estate_can_construct_barracks_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
barracks_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = barracks_05

	can_construct = {
		estate_can_construct_barracks_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}

### Watchtower
watchtower_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1 = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
watchtower_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = watchtower_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.1
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1 = yes
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
watchtower_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = watchtower_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
watchtower_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = watchtower_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
watchtower_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = watchtower_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_3 = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
watchtower_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = watchtower_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_3 = yes
		estate_unlock_patrol_decision = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}

### Guardhouse
guardhouse_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1 = yes
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
guardhouse_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = guardhouse_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_increase_bodyguard_aptitude_1 = yes
		house_head_can_ask_for_knight = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1 = yes
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
guardhouse_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = guardhouse_02

	can_construct = {
		estate_can_construct_guardhouse_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_unlock_bolster_security_decision = yes
		estate_increase_bodyguard_aptitude_1 = yes
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
guardhouse_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = guardhouse_03

	can_construct = {
		estate_can_construct_guardhouse_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_unlock_bolster_security_decision = yes
		estate_increase_bodyguard_aptitude_2 = yes
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -4
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}

### Garden
garden_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_parameter = can_recruit_gardeners
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
garden_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
garden_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_02

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}

# Leisure Garden sub-branch
garden_leisure_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_03

	can_construct = {
		estate_can_construct_garden_leisure_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}
garden_leisure_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_leisure_04

	can_construct = {
		estate_can_construct_garden_leisure_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_garden_leisure
					months = 1
				}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}
garden_leisure_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_leisure_05

	can_construct = {
		estate_can_construct_garden_leisure_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure"
	}
}

# Fruit Garden sub-branch
garden_fruit_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_03

	can_construct = {
		estate_can_construct_garden_fruit_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.05
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}
garden_fruit_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_fruit_04

	can_construct = {
		estate_can_construct_garden_fruit_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.1
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}
garden_fruit_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = garden_fruit_05

	can_construct = {
		estate_can_construct_garden_fruit_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.15
	}

	parameters = {
		increased_gardener_aptitude_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_garden_chinese"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit"
	}
}

### Stable
stable_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}

	character_modifier = {
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
stable_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
stable_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_02

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

# Grand Stable sub-branch
stable_grand_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.05
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
}
stable_grand_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_grand_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.1
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
}
stable_grand_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_grand_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.15
		domicile_monthly_prestige_add = 0.3
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand"
	}
}

# Kennel sub-branch
stable_kennel_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		prowess = 1
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
}
stable_kennel_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_kennel_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		diplomacy = 1
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
}
stable_kennel_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_kennel_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		estate_increase_master_of_hunt_aptitude = yes
		kennels_more_successful_hunts_2 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.2
		prowess = 1
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel"
	}
}

# Charioteer sub-branch (Byzantine unique upgrade)
stable_chariot_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_03

	can_construct_potential = {
		culture = { has_cultural_parameter = hosts_chariot_races }
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_charioteer_training_task = yes
	}

	character_modifier = {
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
}
stable_chariot_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_chariot_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_charioteer_training_task = yes
		estate_increase_charioteer_aptitude = yes
	}

	character_modifier = {
		same_culture_opinion = 2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
}
stable_chariot_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = stable_chariot_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_charioteer_training_task = yes
		estate_increase_charioteer_aptitude = yes
	}

	character_modifier = {
		same_culture_opinion = 3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_china.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_china_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds"
		texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot"
	}
}

### Workshop
workshop_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
workshop_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Carpenter sub-branch
workshop_carpenter_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_02

	can_construct = {
		estate_can_construct_workshop_carpenter_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
workshop_carpenter_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_carpenter_03

	can_construct = {
		estate_can_construct_workshop_carpenter_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
workshop_carpenter_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_carpenter_04

	can_construct = {
		estate_can_construct_workshop_carpenter_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}
workshop_carpenter_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_carpenter_05

	can_construct = {
		estate_can_construct_workshop_carpenter_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter"
	}
}

# Mason sub-branch
workshop_mason_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_02

	can_construct = {
		estate_can_construct_workshop_mason_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
workshop_mason_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_mason_03

	can_construct = {
		estate_can_construct_workshop_mason_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
workshop_mason_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_mason_04

	can_construct = {
		estate_can_construct_workshop_mason_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}
workshop_mason_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_mason_05

	can_construct = {
		estate_can_construct_workshop_mason_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason"
	}
}

# Textile sub-branch
workshop_textile_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_02

	can_construct = {
		estate_can_construct_workshop_textile_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
workshop_textile_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_textile_03

	can_construct = {
		estate_can_construct_workshop_textile_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
workshop_textile_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_textile_04

	can_construct = {
		estate_can_construct_workshop_textile_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}
workshop_textile_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = workshop_textile_05

	can_construct = {
		estate_can_construct_workshop_textile_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds"
		texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile"
	}
}

### Storage
storage_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
storage_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = storage_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		supply_capacity_mult = 0.15
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

# Warehouse sub-branch
storage_warehouse_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}
storage_warehouse_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = storage_warehouse_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse"
	}
}

# Granary sub-branch
storage_granary_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 2
		county_opinion_add = 10
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}
storage_granary_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = storage_granary_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		epidemic_resistance = 5
		county_opinion_add = 10
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_chinese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary"
	}
}

### Market
market_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 9
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = grain_field_01
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = olive_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
market_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = market_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_2 = yes
		estate_increase_influence_on_building_construction_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
market_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = market_02

	can_construct = {
		estate_can_construct_market_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_3 = yes
		estate_increase_influence_on_building_construction_2 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
market_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = market_03

	can_construct = {
		estate_can_construct_market_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_4 = yes
		estate_increase_influence_on_building_construction_3 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
market_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = market_04

	can_construct = {
		estate_can_construct_market_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_5 = yes
		estate_increase_influence_on_building_construction_4 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.8
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
market_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = market_05

	can_construct = {
		estate_can_construct_market_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating_6 = yes
		estate_increase_influence_on_building_construction_5 = yes
		estate_reduce_council_position_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 1.6
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_market_asian"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds"
		intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}

### Grazing Lands
grazing_land_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_02

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						can_recruit_archer_cavalry_trigger = yes
						culture ?= {
							OR = {
								has_innovation = innovation_elephantry
								has_innovation = innovation_war_camels
							}
						}
					}
				}
			}
			add = 4
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
grazing_land_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = -0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = -0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}

# Horse Archer sub-branch
horse_pasture_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_03

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = -0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}
horse_pasture_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = horse_pasture_04

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = -0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}
horse_pasture_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = horse_pasture_05

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = -0.1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse"
	}
}

# Camel sub-branch
camel_pasture_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_maintenance_mult = -0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}
camel_pasture_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = camel_pasture_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_maintenance_mult = -0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}
camel_pasture_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = camel_pasture_05
	
	can_construct = {
		culture ?= { has_innovation = innovation_war_camels }
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		camel_cavalry_damage_mult = 0.04
		camel_cavalry_toughness_mult = 0.02
		camel_cavalry_maintenance_mult = -0.1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_camel_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel"
	}
}

# Elephant sub-branch
elephant_pasture_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grazing_land_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_maintenance_mult = -0.05
	}
	
	ai_value = {
		value = 12
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}
elephant_pasture_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = elephant_pasture_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_maintenance_mult = -0.05
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}
elephant_pasture_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = elephant_pasture_05
	
	can_construct = {
		culture ?= { has_innovation = innovation_elephantry }
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}

	character_modifier = {
		elephant_cavalry_damage_mult = 0.06
		elephant_cavalry_toughness_mult = 0.03
		elephant_cavalry_maintenance_mult = -0.1
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_horse_pastures_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant"
	}
}

### Grain Fields
grain_field_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_1_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = olive_01
					has_domicile_building_or_higher = market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
grain_field_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grain_field_01

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_2_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
grain_field_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grain_field_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_3_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
grain_field_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grain_field_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_4_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
grain_field_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grain_field_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_5_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
grain_field_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = grain_field_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			add = {
				value = estate_external_building_high_cost_tier_6_value
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

### Rice Fields
rice_field_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_1_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

rice_field_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = rice_field_01

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_2_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

rice_field_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = rice_field_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_3_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

rice_field_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = rice_field_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_4_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

rice_field_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = rice_field_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_5_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

rice_field_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = rice_field_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_high_cost_tier_6_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_rice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

### Vineyard
vineyard_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = grain_field_01
					has_domicile_building_or_higher = olive_01
					has_domicile_building_or_higher = market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
vineyard_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = vineyard_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
vineyard_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = vineyard_02

	can_construct = {
		estate_can_construct_vineyard_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
vineyard_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = vineyard_03

	can_construct = {
		estate_can_construct_vineyard_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
vineyard_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = vineyard_04

	can_construct = {
		estate_can_construct_vineyard_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
vineyard_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = vineyard_05

	can_construct = {
		estate_can_construct_vineyard_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_3 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_rice_paddies_asian_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_rice_paddies"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}

### Tea Plantation
tea_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	can_construct_potential = {
		culture ?= { has_innovation = innovation_champa_rice }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.01
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOT = {
					has_domicile_building_or_higher = market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
tea_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = tea_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.02
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
tea_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = tea_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.04
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
tea_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = tea_03

	can_construct = {
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
		}
	}
	
	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.06
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
tea_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = tea_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
		}
	}
	
	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.08
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
tea_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = tea_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		negate_health_penalty_add = 0.1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}

### Olive Plantation
olive_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		epidemic_resistance = 1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_olive
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = grain_field_01
					has_domicile_building_or_higher = vineyard_01
					has_domicile_building_or_higher = market_01
				}
			}
			add = 20
		}
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
}
olive_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = olive_01

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		epidemic_resistance = 1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_olive
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
}
olive_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = olive_02

	can_construct = {
		estate_can_construct_olive_03_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		epidemic_resistance = 2
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_olive
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
}
olive_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = olive_03

	can_construct = {
		estate_can_construct_olive_04_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		epidemic_resistance = 2
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_olive
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
}
olive_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = olive_04

	can_construct = {
		estate_can_construct_olive_05_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		epidemic_resistance = 2
		attraction_opinion = 4
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_olive
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
}
olive_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = olive_05

	can_construct = {
		estate_can_construct_olive_06_trigger = yes
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		epidemic_resistance = 4
		attraction_opinion = 6
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_olive
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_plantation_asian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_iranian_culture_group_trigger = yes
					has_graphical_mena_culture_group_trigger = yes
					has_graphical_steppe_culture_group_trigger = yes
					has_graphical_african_culture_group_trigger = yes
					has_graphical_india_culture_group_trigger = yes
					has_graphical_iberian_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				OR = {
					has_graphical_western_culture_group_trigger = yes
					has_graphical_norse_culture_group_trigger = yes
				}
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds"
		texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation"
	}
}

### Silk Production - Byzantine exclusive
silk_01 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	
	can_construct = {
		custom_tooltip = {
			text = has_unlocked_estate_silk
			OR = {
				house = { has_house_modifier = ep3_unlocked_silk }
				culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
			}
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 15
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
silk_02 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = silk_01
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 13
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
silk_03 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = silk_02
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = estate_main_02 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 11
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
silk_04 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = silk_03
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { OR = { has_domicile_building_or_higher = estate_main_03 has_domicile_building_or_higher = estate_main_03 } }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_unlock_silk_regalia_decision = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.1
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
silk_05 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = silk_04
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = estate_main_04 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_unlock_silk_regalia_decision = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.1
		owned_political_scheme_success_chance_add = 4
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_silk
					months = 1
				}
				trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
silk_06 = {
	construction_time = 730
	allowed_domicile_types = { estate palace }
	previous_building = silk_05
	
	can_construct = {
		OR = {
			custom_tooltip = {
				house = { has_house_modifier = ep3_unlocked_silk }
				text = has_unlocked_estate_silk
			}
			culture = { has_cultural_parameter = unlocks_silk_buildings_parameter }
		}
		domicile ?= { has_domicile_building_or_higher = estate_main_05 }
	}

	cost = {
		gold = {
			value = estate_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_unlock_silk_regalia_decision = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.15
		owned_political_scheme_success_chance_add = 4
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_market_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_chinese_mask.png"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
