
farmstead_main_01 = {
	slot_type = main
	construction_time = 1
	allowed_domicile_types = { farmstead }

	cost = {
		gold = estate_external_building_high_cost_tier_2_value
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		health = 0.5
		domicile_external_slots_capacity_add = 2
		monthly_barter_goods = 1
	}


	ai_value = {
		value = 100
	}

	parameters = {
		camp_unlocks_second_officer = yes
		camp_unlocks_huntperson_officer = yes
		camp_unlocks_chief_forager_officer = yes
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/farmstead_main.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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

farmstead_main_02 = {
	slot_type = main
	construction_time = 730
	allowed_domicile_types = { farmstead }
	previous_building = farmstead_main_01
	
	can_construct = {
		culture ?= { has_innovation = innovation_city_planning }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_3_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		reduce_success_of_raid_estate = yes
		estate_increase_house_member_investment_cap_1 = yes
		monthly_barter_goods = 1.2
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_external_slots_capacity_add = 1
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/farmstead_main.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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

farmstead_main_03 = {
	slot_type = main
	construction_time = 730
	allowed_domicile_types = { farmstead }
	previous_building = farmstead_main_02
	
	can_construct = {
		culture ?= { has_innovation = innovation_manorialism }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_4_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		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_external_slots_capacity_add = 1
		maa_toughness_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		monthly_barter_goods = 1.4
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/farmstead_main.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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

farmstead_main_04 = {
	slot_type = main
	construction_time = 730
	allowed_domicile_types = { farmstead }
	previous_building = farmstead_main_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_development_03 }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_5_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		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_external_slots_capacity_add = 1
		maa_toughness_mult = 0.05
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.02
		monthly_barter_goods = 1.6
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/farmstead_main.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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

farmstead_main_05 = {
	slot_type = main
	construction_time = 730
	allowed_domicile_types = { farmstead }
	previous_building = farmstead_main_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_cranes }
	}

	cost = {
		gold = estate_external_building_high_cost_tier_6_value
	}
	
	parameters = {
		camp_unlocks_second_officer = yes
		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_external_slots_capacity_add = 1
		maa_toughness_mult = 0.1
		men_at_arms_cap = 1
		enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
		character_travel_safety_mult = 0.04
		monthly_barter_goods = 1.8
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_east_asia_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/farmstead_main.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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_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/farmstead_main.dds"
		texture = "gfx/interface/window_domiciles/farmstead_building_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/farmstead_building_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}