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

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

leuven_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

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

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

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

court_of_europa_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_despot_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 750

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

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

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

	next_building = court_of_europa_02

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

court_of_europa_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_despot_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_windmills }
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 2000

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

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

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

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

	flag = travel_point_of_interest_diplomatic
}

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

walls_of_nijmegen_01 = {

	construction_time = very_slow_construction_time

	type_icon = "toledo.dds"

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

	cost_gold = 500

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

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

	type = special

	flag = travel_point_of_interest_martial
}

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

port_of_amsterdam_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 500

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1.50
	}

	next_building = port_of_amsterdam_02

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_amsterdam_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1000

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 4
	}

	next_building = port_of_amsterdam_03

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_amsterdam_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 2000

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

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

	province_modifier = {
		monthly_income = 9
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

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

port_of_antwerpen_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
	}

	next_building = port_of_antwerpen_02

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_antwerpen_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
	}

	next_building = port_of_antwerpen_03

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_antwerpen_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

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

zone_rouge_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_poppy.dds"

	can_construct_potential = {
		
	}

	cost_gold = 50

	county_modifier = {
		development_growth_factor = -0.10
		tax_mult = -0.05
		county_opinion_add = -5
	}

	province_modifier = {
		travel_danger = 20
		defender_holding_advantage = 1
		holding_build_gold_cost = 0.15
		build_gold_cost = 0.15
		build_speed = 0.15
		supply_limit_mult = -0.20
	}

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

	type = special

	flag = travel_point_of_interest_natural_feature
}

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

verdun_memorial_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_building_verdun.dds"

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

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

	cost_gold = 750

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

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

	province_modifier = {
		monthly_income = 1.50
	}

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

	type = special

	flag = travel_point_of_interest_religious
}

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

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

tour_eiffel_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "tour_eiffel.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

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

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

	province_modifier = {
		monthly_income = 2
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

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

napoleon_line_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_visby_ringmur.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

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

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

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

	next_building = napoleon_line_02

	type = special

	flag = travel_point_of_interest_martial
}

napoleon_line_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_york_walls.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		highest_held_title_tier >= tier_duchy
	}

	cost_gold = 1500

	county_holder_character_modifier = {
		martial_per_prestige_level = 1
	}

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

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

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

	type = special

	flag = travel_point_of_interest_martial
}

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

palace_versailles_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_versailles.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_bailiffs }
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 500

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

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

	province_modifier = {
		monthly_income = 1
	}

	next_building = palace_versailles_02

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

palace_versailles_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_versailles.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_guilds }
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

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

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

	province_modifier = {
		monthly_income = 2
	}

	next_building = palace_versailles_03

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

palace_versailles_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_versailles.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_noblesse_oblige}
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 2000

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

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

	province_modifier = {
		monthly_income = 3.50
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

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

port_of_calais_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 500

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1.50
	}

	next_building = port_of_calais_02

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_calais_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1000

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 4
	}

	next_building = port_of_calais_03

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_calais_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 2000

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

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

	province_modifier = {
		monthly_income = 9
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

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

academie_labsurde_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cluny_abbey.dds"

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

	cost_gold = 1500

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

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

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

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

palace_fontainebleau_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_fountainebleau.dds"

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

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 500

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

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

	province_modifier = {
		monthly_income = 0.75
	}

	next_building = palace_fontainebleau_02

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

palace_fontainebleau_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_fountainebleau.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_guilds }
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 800

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

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

	province_modifier = {
		monthly_income = 1.50
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

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

montpellier_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

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

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
	}

	province_modifier = {
		monthly_income = 0.50
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

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

capitole_toulouse_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_palace_of_achen.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

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

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

	province_modifier = {
		monthly_income = 1.50
		garrison_size = 0.15
	}

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

	flag = travel_point_of_interest_diplomatic
}

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

chateau_bretagne_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige_gain_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
	}

	next_building = chateau_bretagne_02

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

chateau_bretagne_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_leisure_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder = {
			prestige_level >= 4
			highest_held_title_tier >= tier_duchy
		}
		scope:holder.culture = { has_innovation = innovation_guilds }
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

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

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

	province_modifier = {
		monthly_income = 2
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

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

fort_de_bordeaux_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_walls_of_genoa.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1500

    county_holder_character_modifier = {
		martial_per_prestige_level = 1
	}

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

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

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

	type = special

	flag = travel_point_of_interest_martial
}


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

fortified_port_of_monaco_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_monaco_02

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_monaco_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_monaco_03

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_monaco_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		garrison_size = 0.25
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
}


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

port_of_la_rochelle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
	}

	next_building = port_of_la_rochelle_02

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_la_rochelle_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
	}

	next_building = port_of_la_rochelle_03

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_la_rochelle_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

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

mont_saint_michel_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_mont_st_michel.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 750

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

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

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

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

	type = special

	flag = travel_point_of_interest_religious
}


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

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

fortress_andorra_01 = {

	construction_time = very_slow_construction_time

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

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

	flag = travel_point_of_interest_religious
}

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

statue_clorinda_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_statue.dds"

	is_enabled = {
		alw ays = yes
	}

	constrcution_time = very_slow_construction_time

	cost = {
		gold = 1000
	}

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

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		stationed_maa_damage_add = 20
		stationed_maa_damage_mult = 0.15
	}

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

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Sagrada Familia
##########

sagrada_familia_01 = {
		
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cologne_cathedral.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.35
		monthly_piety_gain_mult = 0.10
		holy_order_hire_cost_mult = -0.15
		clergy_opinion = 5
		monthly_county_control_growth_factor = 0.10
	}
	
	county_modifier = {
		tax_mult = 0.20
		development_growth_factor = 0.15
		development_growth = 0.20
	}
	
	province_modifier = {
		monthly_income = 2.50
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Cathedral de Santiago de Compostela
##########

holy_site_basilica_santiago_01 = {

	asset = {
		type = pdxmesh
		name = "fp2_building_special_basilica_santiago_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "compostela.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_christian_or_holy_site_trigger
			OR = {
				scope:holder = {
					religion = religion:islam_religion
				}
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		holy_order_hire_cost_mult = -0.15
		clergy_opinion = 5
		learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 3
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# The Grand Cathedral of Seville - center of the Sevillian church
##########

cathedral_seville_01 = {
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_saint_lazarus.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.50
		monthly_piety_gain_mult = 0.15
		holy_order_hire_cost_mult = -0.10
		clergy_opinion = 10
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 3
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Tomb of Thez the Mighty (Faro)
##########

tomb_thez_mighty_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_tomb_of_cyrus_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_tomb_of_cyrus.dds" 
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000
	
	character_modifier = {
		close_relative_opinion = 10
		negate_health_penalty_add = 0.1
		monthly_dynasty_prestige_mult = 0.05
	}

	province_modifier = {
		monthly_income = 1
	}
	
	county_modifier = {
		monthly_county_control_growth_add = 0.5
	}
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Belém Tower (Lisbon, NOT Brazil)
##########

belem_tower_01 = {

	asset = {
		type = pdxmesh
		name = "fp4_legendary_western_watchtower_01_a_mesh"
	}
	
	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_watchtower.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500

	character_modifier = {
		monthly_prestige = 0.15
	}

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

	province_modifier = {
		defender_holding_advantage = 2
		fort_level = 2
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
	}

	max_garrison = 350

	next_building = belem_tower_02
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

belem_tower_02 = {

	asset = {
		type = pdxmesh
		name = "fp4_legendary_western_watchtower_01_a_mesh"
	}
	
	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_watchtower.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 500

	character_modifier = {
		monthly_prestige = 0.50
	}

	county_modifier = {
		development_growth = 0.20
		development_growth_factor = 0.25
		tax_mult = 0.10
		hostile_raid_time = 0.50
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 4
		monthly_income = 2.50
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		travel_danger = -10
	}

	max_garrison = 750
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Toledo Steelworks
##########

toledo_steelworks_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_powder_magazine.dds"

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750

	character_modifier = {
		knight_effectiveness_mult = 0.05
	}

	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.10
		tax_mult = 0.10
	}
	
	province_modifier = {
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		stationed_siege_weapon_siege_value_mult = 0.10
		monthly_income = 1
	}
	
	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		directive_to_build_military_modifier = yes
	}

	next_building = toledo_steelworks_02
	
	type = special

	flag = travel_point_of_interest_martial
	flag = travel_point_of_interest_economic
}

toledo_steelworks_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_powder_magazine.dds"

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1500

	character_modifier = {
		knight_effectiveness_mult = 0.10
		stewardship_per_prestige_level = 1
	}

	county_modifier = {
		development_growth = 0.20
		development_growth_factor = 0.25
		tax_mult = 0.25
	}
	
	province_modifier = {
		stationed_maa_damage_mult = 0.40
		stationed_maa_toughness_mult = 0.40
		stationed_siege_weapon_siege_value_mult = 0.25
		monthly_income = 2.50
	}
	
	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		directive_to_build_military_modifier = yes
	}

	next_building = toledo_steelworks_03
	
	type = special

	flag = travel_point_of_interest_martial
	flag = travel_point_of_interest_economic
}

toledo_steelworks_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_powder_magazine.dds"

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_cranes }
		building_requirement_castle_city_church = { LEVEL = 04 }
	}
	
	cost_gold = 2500

	character_modifier = {
		knight_effectiveness_mult = 0.15
		stewardship_per_prestige_level = 2
		martial_per_prestige_level = 1
	}

	county_modifier = {
		development_growth = 0.30
		development_growth_factor = 0.35
		tax_mult = 0.35
	}
	
	province_modifier = {
		stationed_maa_damage_mult = 0.80
		stationed_maa_toughness_mult = 0.80
		stationed_siege_weapon_siege_value_mult = 0.50
		monthly_income = 5
	}
	
	ai_value = {
		base = 100
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		directive_to_build_military_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
	flag = travel_point_of_interest_economic
}


##########
# The Great Cathedral-Mosque of Cordoba
##########

cathedral_mosque_cordoba_01 = {

	asset = {
		type = pdxmesh
		name = "monument_mezquita_de_cordoba_mesh"
	}
			
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_great_mosque_of_cordoba.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					religion = religion:islam_religion
				}
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.35
		monthly_piety_gain_mult = 0.10
		holy_order_hire_cost_mult = -0.15
		clergy_opinion = 5
		monthly_county_control_growth_factor = 0.10
	}
	
	county_modifier = {
		tax_mult = 0.20
		development_growth_factor = 0.15
		development_growth = 0.20
	}
	
	province_modifier = {
		monthly_income = 2.50
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Almeria Castle
##########

almeria_castle_01 = {
		
	asset = {
		type = pdxmesh
		name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "alcazar_segovia.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		martial_per_prestige_level = 1
	}
	
	county_modifier = {
		tax_mult = 0.05
		monthly_county_control_growth_add = 0.5
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 4
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.15
		travel_danger = -20
	}

	max_garrison = 500
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Alhambra (vanilla)
##########

alhambra_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp2_building_special_alhambra_01_mesh" 
	}


	construction_time = very_slow_construction_time
	effect_desc = feast_cost_discount_max_desc

	type_icon = "icon_structure_alhambra.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	cost_gold = 2000

	character_modifier = {
		monthly_prestige_gain_mult = 0.10
	}

	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.25
		monthly_county_control_growth_add = 1
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 6
		monthly_income = 2
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.15
		travel_danger = -20
	}

	max_garrison = 750
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Alcazar de Segovia (vanilla)
##########

alcazar_of_segovia_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "alcazar_segovia.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		martial_per_prestige_level = 1
	}
	
	county_modifier = {
		tax_mult = 0.05
		monthly_county_control_growth_add = 0.5
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 4
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.15
		travel_danger = -20
	}

	max_garrison = 500
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Farum Brigantium (vanilla)
##########

tower_of_hercules_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp2_building_special_tower_of_hercules_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "hercules.dds" 
	
	can_construct_potential = {
	}
	
	cost_gold = 300
	
	character_modifier = {
		naval_movement_speed_mult = 0.25
		embarkation_cost_mult = -0.25
	}

	province_modifier = { 
		monthly_income = 1 
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_learning
}

##########
# Fortress of Gibraltar
##########

fortress_of_gibraltar_01 = {

	asset = {
		type = pdxmesh
		name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" 
	}
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_kassiopi_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500

	character_modifier = {
		martial_per_prestige_level = 1
		monthly_prestige = 0.25
	}

	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.15
		hostile_raid_time = 0.35
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 3
		monthly_income = 1.50
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
	}

	max_garrison = 500
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Aljaféria Palace (vanilla)
##########

aljaferia_palace_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp2_building_special_aljaferia_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "aljaferia.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		diplomacy_per_prestige_level = 1
	}
	
	county_modifier = {
		tax_mult = 0.05
		monthly_county_control_growth_add = 0.5
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 4
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.15
		travel_danger = -20
	}
	
	max_garrison = 500

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

	flag = travel_point_of_interest_martial
}

##########
# Universidad Complutense de Madrid
##########

madrid_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

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

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# University of Coimbra
##########

university_coimbra_01 = {
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

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

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
	}

	province_modifier = {
		monthly_income = 0.50
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Port of Valencia
##########

port_of_valencia_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
	}

	next_building = port_of_valencia_02

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_valencia_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
	}

	next_building = port_of_valencia_03

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_valencia_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Fortified port of Porto
##########

fortified_port_of_porto_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_porto_02

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_porto_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_porto_03

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_porto_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		garrison_size = 0.25
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Fortress of Pamplona
##########

fortress_pamplona_01 = {
		
	asset = {
		type = pdxmesh
		name = "fp2_building_special_alhambra_01_mesh" 
	}


	construction_time = very_slow_construction_time
	effect_desc = feast_cost_discount_max_desc

	type_icon = "icon_structure_alhambra.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	cost_gold = 2000

	character_modifier = {
		monthly_prestige_gain_mult = 0.15
		monthly_prestige = 0.25
	}

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.25
		monthly_county_control_growth_add = 1
		tax_mult = 0.15
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 4
		monthly_income = 1
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		travel_danger = -15
	}

	max_garrison = 750
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Fortified port of Malaga
##########

fortified_port_of_malaga_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_malaga_02

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_malaga_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_malaga_03

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_malaga_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		garrison_size = 0.25
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

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

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

statue_isildur_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_building_legendary_statue.dds"

	is_enabled = {
		alw ays = yes
	}

	constrcution_time = very_slow_construction_time

	cost = {
		gold = 1000
	}

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

	county_modifier = {
		county_opinion_add = 5
	}

	province_modifier = {
		stationed_maa_damage_add = 20
		stationed_maa_damage_mult = 0.15
	}

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

	type = special

	flag = travel_point_of_interest_martial
}

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

fourviere_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_jvari_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_piety = 0.25
		monthly_prestige = 0.25
	}

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

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
}

##########
# University of Zurich
##########

university_zurich_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

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

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

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Capitale de Bern - post-event, big diplomatic and economic hub
##########

capitale_bern_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_despot_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

	effect_desc = feast_cost_discount_max_desc

	county_holder_character_modifier = {
		diplomacy_per_prestige_level = 1
		monthly_dynasty_prestige = 0.25
		monthly_dynasty_prestige_mult = 0.10
		monthly_prestige = 0.35
		monthly_prestige_gain_mult = 0.15
	}

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

	province_modifier = {
		monthly_income = 3
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
	flag = travel_point_of_interest_economic
}

##########
# Palais des Nations - UN place, Geneva
##########

palais_des_nations_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_holy_wisdom.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 1000

	effect_desc = feast_cost_discount_max_desc

	county_holder_character_modifier = {
		diplomacy_per_prestige_level = 1
		monthly_prestige = 0.25
		monthly_prestige_gain_mult = 0.10
		monthly_piety = 0.25
		monthly_piety_gain_mult = 0.20
		holy_order_hire_cost_mult = -0.10
	}

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

	province_modifier = {
		monthly_income = 2.50
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
	flag = travel_point_of_interest_economic
}

##########
# Mountain fortress of Lugano - post-event fortifications
##########

mountain_fortress_lugano_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	
	cost_gold = 500

	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.10
		monthly_county_control_growth_add = 0.20
		tax_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 3
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		travel_danger = -15
	}

	max_garrison = 500

	next_building = mountain_fortress_lugano_02
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

mountain_fortress_lugano_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1000

	character_modifier = {
		martial_per_prestige_level = 1
	}

	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		monthly_county_control_growth_add = 0.50
		tax_mult = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 6
		monthly_income = 2.50
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		travel_danger = -25
	}

	max_garrison = 1000
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Mountain fortress of Bolzano
##########

mountain_fortress_bolzano_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	
	cost_gold = 500

	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.10
		monthly_county_control_growth_add = 0.20
		tax_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 3
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		travel_danger = -15
	}

	max_garrison = 500

	next_building = mountain_fortress_bolzano_02
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

mountain_fortress_bolzano_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1000

	character_modifier = {
		martial_per_prestige_level = 1
	}

	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		monthly_county_control_growth_add = 0.50
		tax_mult = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 6
		monthly_income = 2.50
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		travel_danger = -25
	}

	max_garrison = 1000
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Mountain Fortress of Innsbruck
##########

mountain_fortress_innsbruck_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	
	cost_gold = 500

	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.10
		monthly_county_control_growth_add = 0.20
		tax_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 3
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		travel_danger = -15
	}

	max_garrison = 500

	next_building = mountain_fortress_innsbruck_02
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

mountain_fortress_innsbruck_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1000

	character_modifier = {
		martial_per_prestige_level = 1
	}

	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		monthly_county_control_growth_add = 0.50
		tax_mult = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 6
		monthly_income = 2.50
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		travel_danger = -25
	}

	max_garrison = 1000
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

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

##########
# Plaza de Toros (Palma - Mallorca) - bull fighting arena
##########

plaza_de_toros_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_dau.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 750

	county_modifier = {
		hostile_raid_time = 0.15
		county_opinion_add = 10
		tax_mult = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 1
	}

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

	next_building = plaza_de_toros_02

	type = special

	flag = travel_point_of_interest_economic
}

plaza_de_toros_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_dau.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_prestige_gain_mult = 0.10
		monthly_prestige = 0.20
		stewardship_per_prestige_level = 1
	}

	county_modifier = {
		hostile_raid_time = 0.25
		county_opinion_add = 20
		tax_mult = 0.15
		development_growth = 0.15
		development_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 2
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Leaning Tower of Pisa
##########

leaning_tower_of_pisa_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_legendary_watchtower.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_prestige = 0.50
		monthly_prestige_gain_mult = 0.25
		diplomacy_per_prestige_level = 1
	}

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

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Galleria Vittorio Emanuele II - MAJOR trade hub
##########

galleria_vittorio_emanuele_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_special_silk_road_market.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_prestige = 0.20
		monthly_prestige_gain_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 2
	}

	next_building = galleria_vittorio_emanuele_02

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
	}

	type = special

	flag = travel_point_of_interest_economic
}

galleria_vittorio_emanuele_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_special_silk_road_market.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_prestige = 0.35
		monthly_prestige_gain_mult = 0.15
		stewardship_per_prestige_level = 1
	}

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

	province_modifier = {
		monthly_income = 5
	}

	next_building = galleria_vittorio_emanuele_03

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
	}

	type = special

	flag = travel_point_of_interest_economic
}

galleria_vittorio_emanuele_03 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_special_silk_road_market.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_cranes }
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_prestige = 0.50
		monthly_prestige_gain_mult = 0.25
		stewardship_per_prestige_level = 1
	}

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

	province_modifier = {
		monthly_income = 10
	}

	ai_value = {
		base = 100
		ai_general_building_modifier = yes
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Royal Palace of Turin
##########

royal_palace_torino_01 = {

	construction_time = very_slow_construction_time

	type_icon = "domicile_building_estate.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}

	effect_desc = feast_cost_discount_max_desc

	cost_gold = 1000

	county_holder_character_modifier = {
		diplomacy_per_prestige_level = 1
		monthly_dynasty_prestige = 0.20
		monthly_dynasty_prestige_mult = 0.10
		monthly_prestige = 0.20
	}

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

	province_modifier = {
		monthly_income = 2.50
	}

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

	type = special

	flag = travel_point_of_interest_diplomatic
}

##########
# Monte Cassino Monastery
##########

monte_cassino_monastery_01 = {
	asset = {
		type = pdxmesh
		name = ep3_saint_catherine_monastery_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_saint_catherine.dds"

	cost_gold = 1000

	can_construct = {
		
	}
	
	is_enabled = {
		OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
	}

	character_modifier = {
		monthly_piety = 0.3
		religious_vassal_opinion = 5
		monthly_county_control_growth_factor = 0.2
		monthly_lifestyle_xp_gain_mult = 0.10
		cultural_head_fascination_mult = 0.10
		zealot_opinion = 5
		clergy_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		tax_mult = 0.20
	}

	province_modifier = {
		monthly_income = 1
		fort_level = 2
		defender_holding_advantage = 5
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

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

	flag = travel_point_of_interest_religious
}

##########
# Doge's Palace (vanilla)
##########

doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so...
	construction_time = very_slow_construction_time
	effect_desc = feast_cost_discount_max_desc

	type_icon = "icon_structure_doges_palace.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		scope:holder = {
			custom_tooltip = {
				text = government_is_not_republic_or_admin_desc
				OR = {
					government_has_flag = government_is_republic
					government_has_flag = government_is_urepublic
					government_has_flag = government_is_prepublic
					government_has_flag = government_is_administrative
				}
			}
		}
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_influence = 0.50
		monthly_influence_mult = 0.25
	}
	
	county_modifier = {
		development_growth_factor = 0.30
		development_growth = 0.30
		hostile_raid_time = 0.50
	}
	
	province_modifier = {
		garrison_size = 1
		fort_level = 3
		levy_size = 1
		monthly_income = 4
		defender_holding_advantage = 10
		travel_danger = -20
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
}

##########
# University of Bologna
##########

university_bologna_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
	}

	effect_desc = {
		desc = unlocks_building_desc
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = university_toto_effect_desc
		}
		triggered_desc = {
			trigger = { has_dlc_feature = royal_court }
			desc = university_roco_effect_desc
		}
		desc = university_effect_desc
	}
	
	cost_gold = 1000

	character_modifier = {
		learning_per_prestige_level = 1
		stewardship_per_prestige_level = 1
		monthly_lifestyle_xp_gain_mult = 0.1
		cultural_head_fascination_mult = 0.05
		monthly_prestige = 0.25
	}
	
	county_modifier = {
		tax_mult = 0.10
		development_growth_factor = 0.20
		development_growth = 0.20
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# University of Seina (vanilla)
##########

siena_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_university_of_siena.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
	}

	effect_desc = {
		desc = unlocks_building_desc
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = university_toto_effect_desc
		}
		triggered_desc = {
			trigger = { has_dlc_feature = royal_court }
			desc = university_roco_effect_desc
		}
		desc = university_effect_desc
	}
	
	cost_gold = 1000

	character_modifier = {
		learning_per_prestige_level = 1
		intrigue_per_prestige_level = 1
		monthly_lifestyle_xp_gain_mult = 0.1
		cultural_head_fascination_mult = 0.05
		monthly_dynasty_prestige = 0.25
	}
	
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.3
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# St. Peters Basilica - Vaticano, center of Roman Catholicism
##########

st_peters_basilica_01 = {
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_dome_of_the_rock.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.50
		monthly_piety_gain_mult = 0.15
		holy_order_hire_cost_mult = -0.10
		clergy_opinion = 10
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 3
		fort_level = 2
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# The Colosseum - slightly adjusted bonuses
##########

the_colosseum_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_colosseum.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 3000

	character_modifier = {
		army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself
	}
	
	province_modifier = {
		build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Sant Apollinare Nuovo (vanilla – Ravenna)
##########

apollinare_nuovo_01 = {
	asset = {
		type = pdxmesh
		name = ep3_basilica_sant_apollinare_nuovo_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_apollinare_nuovo.dds"

	cost_gold = 1000

	can_construct = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}

	character_modifier = {
		monthly_piety = 0.2
		religious_vassal_opinion = 5
		monthly_county_control_growth_factor = 0.1
		zealot_opinion = 5
		clergy_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.25
		county_opinion_add = 10
		tax_mult = 0.3
	}

	province_modifier = {
		monthly_income = 1.50
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

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

	flag = travel_point_of_interest_religious
}

##########
# Cattolica di Stilo (vanilla – South Italy)
##########

cattolica_stilo_01 = {
	asset = {
		type = pdxmesh
		name = ep3_cattolica_di_stilo_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_cattolica_stilo.dds"

	cost_gold = 750

	can_construct = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}

	character_modifier = {
		monthly_piety = 0.5
		religious_vassal_opinion = 5
		zealot_opinion = 5
		clergy_opinion = 5
		holy_order_hire_cost_mult = -0.15
	}
	
	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		tax_mult = 0.1
		county_opinion_add = 10
	}

	province_modifier = {
		monthly_income = 1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

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

	flag = travel_point_of_interest_religious
}

##########
# Palermo Cathedral
##########

palermo_cathedral_01 = {
		
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_great_mosque_of_cordoba.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_piety_gain_mult = 0.15
		holy_order_hire_cost_mult = -0.15
		clergy_opinion = 10
	}
	
	county_modifier = {
		tax_mult = 0.20
		development_growth_factor = 0.20
		development_growth = 0.20
	}
	
	province_modifier = {
		monthly_income = 2.50
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Great Island Fortress of Malta
##########

island_fortress_malta_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_structure_maiden_tower.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	county_modifier = {
		hostile_raid_time = 1
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1
		fort_level = 4
		defender_holding_advantage = 6
		garrison_size = 0.10
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
	}

	max_garrison = 500

	ai_value = {
		base = 100
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Port of Bari
##########

port_of_bari_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 500

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1.50
	}

	next_building = port_of_bari_02

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_bari_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1000

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 4
	}

	next_building = port_of_bari_03

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

	type = special

	flag = travel_point_of_interest_economic
}

port_of_bari_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tradeport.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 2000

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

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

	province_modifier = {
		monthly_income = 9
	}

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

	type = special

	flag = travel_point_of_interest_economic
}


##########
# Fortified Port of Ajaccio
##########

fortified_port_of_ajaccio_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_ajaccio_02

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_ajaccio_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_ajaccio_03

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_ajaccio_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		garrison_size = 0.25
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Fortified port of Genoa
##########

fortified_port_of_genoa_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_genoa_02

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_genoa_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder = { highest_held_title_tier >= tier_duchy }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_genoa_03

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_genoa_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		garrison_size = 0.25
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Castel Nuovo (Napoli)
##########

castel_nuovo_01 = {
	
	construction_time = very_slow_construction_time
	
	type_icon = "icon_building_legendary_palace.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 500
	
	character_modifier = {
		monthly_prestige_gain_mult = 0.10
	}
	
	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.05
		development_growth_factor = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 3
		fort_level = 2
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		stationed_siege_weapon_siege_value_mult = 0.05
		travel_danger = -15
	}

	max_garrison = 500

	next_building = castel_nuovo_02
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

castel_nuovo_02 = {
	
	construction_time = very_slow_construction_time
	
	type_icon = "icon_building_legendary_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_prestige_gain_mult = 0.25
		martial_per_prestige_level = 1
	}
	
	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.20
		development_growth_factor = 0.20
		monthly_county_control_growth_add = 0.20
	}

	province_modifier = {
		defender_holding_advantage = 8
		fort_level = 6
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		stationed_siege_weapon_siege_value_mult = 0.20
		travel_danger = -25
	}

	max_garrison = 1000
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Mountain fortress of Imperia - controlling the path along the coast from It. to Fr.
##########

mountain_fortress_imperia_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}
	
	cost_gold = 500

	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.10
		monthly_county_control_growth_add = 0.20
		tax_mult = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 3
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		travel_danger = -15
	}

	max_garrison = 500

	next_building = mountain_fortress_imperia_02
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

mountain_fortress_imperia_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1000

	character_modifier = {
		martial_per_prestige_level = 1
	}

	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		monthly_county_control_growth_add = 0.50
		tax_mult = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 6
		monthly_income = 2.50
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		travel_danger = -25
	}

	max_garrison = 1000
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Cathedral of Saint Marry of the Flower (Florence)
##########

duomo_florence_n3ow_01 = {

	asset = {
		type = pdxmesh
		name = "building_special_duomo_florence_04_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_duomo_florence.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = holy_site_christian_or_holy_site_trigger
			OR = {
				scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
				custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
			}
		}
	}
	can_construct = {
		scope:holder.culture = { has_innovation = innovation_cranes }
	}

	cost_gold = 1000

	county_holder_character_modifier = {
		stewardship = 1
		learning_per_prestige_level = 1
		monthly_prestige_gain_mult = 0.2
		monthly_piety_gain_mult = 0.2
	}
	county_modifier = {
		development_growth_factor = 0.20
		development_growth = 0.20
		tax_mult = 0.20
	}
	province_modifier = {
		monthly_income = 3
		build_speed = -0.15
	}
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	type = special
	flag = travel_point_of_interest_religious
}

##########
# Iron Mines of Brescia
##########

brescia_mines_01 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = 400

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

	province_modifier = {
		monthly_income = 2
		stationed_siege_weapon_siege_value_mult = 0.10
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = brescia_mines_02

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_iron
}

brescia_mines_02 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 500

	county_modifier = {
		tax_mult = 0.10
		levy_size = 0.20
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 3.50
		stationed_siege_weapon_siege_value_mult = 0.15
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = brescia_mines_03

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_iron
}

brescia_mines_03 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = 600

	county_modifier = {
		tax_mult = 0.15
		levy_size = 0.30
		development_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 5
		stationed_siege_weapon_siege_value_mult = 0.20
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = brescia_mines_04

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_iron
}

brescia_mines_04 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 700

	county_modifier = {
		tax_mult = 0.20
		levy_size = 0.40
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 6.50
		stationed_siege_weapon_siege_value_mult = 0.25
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_iron
}

##########
# Salt Mines of Cagliari
##########

cagliari_mines_01 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = 400

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

	province_modifier = {
		monthly_income = 2
		stationed_siege_weapon_siege_value_mult = 0.10
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = cagliari_mines_02

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_salt
}

cagliari_mines_02 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 500

	county_modifier = {
		tax_mult = 0.10
		levy_size = 0.20
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 3.50
		stationed_siege_weapon_siege_value_mult = 0.15
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = cagliari_mines_03

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_salt
}

cagliari_mines_03 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = 600

	county_modifier = {
		tax_mult = 0.15
		levy_size = 0.30
		development_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 5
		stationed_siege_weapon_siege_value_mult = 0.20
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = cagliari_mines_04

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_salt
}

cagliari_mines_04 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 700

	county_modifier = {
		tax_mult = 0.20
		levy_size = 0.40
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 6.50
		stationed_siege_weapon_siege_value_mult = 0.25
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
	flag = special_mine_salt
}


##########
# Igrésias Mining Settlement
##########

iglesias_mines_01 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = 400

	county_modifier = {
		tax_mult = 0.04
		development_growth_factor = 0.025
	}

	province_modifier = {
		monthly_income = 1
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = iglesias_mines_02

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

iglesias_mines_02 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 500

	county_modifier = {
		tax_mult = 0.08
		development_growth_factor = 0.05
	}

	province_modifier = {
		monthly_income = 1.75
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = iglesias_mines_03

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

iglesias_mines_03 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = 600

	county_modifier = {
		tax_mult = 0.12
		levy_size 0.05
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 2.50
		stationed_siege_weapon_siege_value_mult = 0.05
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = iglesias_mines_04

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

iglesias_mines_04 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 700

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

	province_modifier = {
		monthly_income = 6
		stationed_siege_weapon_siege_value_mult = 0.15
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

##########
# Mercury Mines of Monte Amiata (Montepulciano)
##########

monte_amiata_mines_01 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	cost_gold = 400

	county_holder_character_modifier = {
		owned_hostile_scheme_success_chance_add = 10
		owned_scheme_secrecy_add = 5
	}

	county_modifier = {
		tax_mult = 0.05
		development_growth_factor = 0.05
	}

	province_modifier = {
		monthly_income = 1.50
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = monte_amiata_mines_02

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

monte_amiata_mines_02 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 500

	county_holder_character_modifier = {
		owned_hostile_scheme_success_chance_add = 15
		owned_scheme_secrecy_add = 7
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 2.50
		stationed_siege_weapon_siege_value_mult = 0.05
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = monte_amiata_mines_03

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

monte_amiata_mines_03 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_windmills
		}
	}

	cost_gold = 600

	county_holder_character_modifier = {
		owned_hostile_scheme_success_chance_add = 20
		owned_scheme_secrecy_add = 10
	}

	county_modifier = {
		tax_mult = 0.15
		development_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 4
		stationed_siege_weapon_siege_value_mult = 0.10
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	next_building = monte_amiata_mines_04

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

monte_amiata_mines_04 = {
	effect_desc = mines_effect_desc

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

	type_icon = "icon_structure_mines.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 700

	county_holder_character_modifier = {
		owned_hostile_scheme_success_chance_add = 30
		owned_scheme_secrecy_add = 15
	}

	county_modifier = {
		tax_mult = 0.20
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 5.50
		stationed_siege_weapon_siege_value_mult = 0.15
	}

	province_culture_modifier = {
		parameter = cupellation_mine_building_bonuses
		tax_mult = innovation_cupellation_mine_tax_bonus_value
	}

	ai_value = {
		base = 100
	}

	type = special
	
	flag = travel_point_of_interest_economic
	flag = special_mine
}

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

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

croke_park_01 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_croke.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	cost_gold = 750

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

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

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

	next_building = croke_park_02

	type = special

	flag = travel_point_of_interest_martial
}

croke_park_02 = {

	constrcution_time = very_slow_construction_time

	type_icon = "icon_building_croke.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

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

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

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Westminster Pyramids 
##########

westminster_pyramids_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_the_pyramids.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}

	cost_gold = 500

	county_holder_character_modifier = {
		monthly_piety = 0.25
		learning_per_piety_level = 1
	}

	county_modifier = {
		county_opinion_add = 5
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.05
	}

	province_modifier = {
		monthly_income = 1
		build_speed = -0.05
	}

	next_building = westminster_pyramids_02

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

	type = special

	flag = travel_point_of_interest_religious
	flag = travel_point_of_interest_learning
}

westminster_pyramids_02 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_the_pyramids.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_manorialism }
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_piety = 0.50
		monthly_piety_gain_mult = 0.10
		monthly_influence = 0.25
		learning_per_piety_level = 1
		stewardship_per_influence_level = 1
	}

	county_modifier = {
		county_opinion_add = 10
		tax_mult = 0.15
		development_growth = 0.15
		development_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 3
		build_speed = -0.10
	}

	next_building = westminster_pyramids_03

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

	type = special

	flag = travel_point_of_interest_religious
	flag = travel_point_of_interest_learning
}

westminster_pyramids_03 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_the_pyramids.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 2000

	county_holder_character_modifier = {
		monthly_piety = 1
		monthly_piety_gain_mult = 0.20
		monthly_influence = 0.25
		monthly_prestige = 0.25
		learning_per_piety_level = 1
		stewardship_per_influence_level = 1
		martial_per_prestige_level = 1
	}

	county_modifier = {
		county_opinion_add = 10
		tax_mult = 0.25
		development_growth = 0.20
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 5
		build_speed = -0.20
	}

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

	type = special

	flag = travel_point_of_interest_religious
	flag = travel_point_of_interest_learning
}

##########
# The Tower of London
##########

the_tower_of_london_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_tower_of_london.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		dread_gain_mult = 0.15
	}

	province_modifier = {
		defender_holding_advantage = 3
		fort_level = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		stationed_siege_weapon_siege_value_mult = 0.10
		travel_danger = -10
		monthly_income = 1
	}

	county_modifier = {
		development_growth = 0.05
		development_growth_factor = 0.05
	}

	max_garrison = 350

	next_building = the_tower_of_london_02
	
	ai_value = {
		base = 100
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

the_tower_of_london_02 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_tower_of_london.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings
			has_innovation = innovation_castle_baileys
		}
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1500

	county_holder_character_modifier = {
		dread_gain_mult = 0.3
	}

	province_modifier = {
		defender_holding_advantage = 6
		fort_level = 6
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		stationed_siege_weapon_siege_value_mult = 0.25
		travel_danger = -20
		monthly_income = 3.50
	}

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
		tax_mult = 0.1
	}

	max_garrison = 1000
	
	ai_value = {
		ai_value = {
		base = 10
		culture_likely_to_fortify_modifier = yes
		modifier = {
			factor = 5
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_castle
				}
			}
		}
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Windsor Castle 
##########

windsor_castle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_aurelian_walls.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		martial_per_influence_level = 1
		monthly_influence = 0.50
		monthly_influence_mult = 0.10
	}
	
	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 3
		fort_level = 3
		monthly_income = 0.50
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Harlech Castle 
##########

harlech_castle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_kassiopi_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		martial_per_prestige_level = 1
		monthly_prestige = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.05
		development_growth = 0.05
		development_growth_factor = 0.05
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 2
		monthly_income = 0.35
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = harlech_castle_02

	type = special

	flag = travel_point_of_interest_martial
}

harlech_castle_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_kassiopi_castle.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		martial_per_prestige_level = 2
		monthly_prestige = 0.35
		monthly_prestige_gain_mult = 0.10
		prestige_level_impact_mult = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.15
		development_growth = 0.15
		development_growth_factor = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 8
		fort_level = 6
		monthly_income = 2
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		stationed_siege_weapon_siege_value_mult = 0.15
	}
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Edinburgh Castle 
##########

edinburgh_castle_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_building_legendary_palace.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_prestige = 0.15
	}
	
	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.20
		development_growth_factor = 0.15
		monthly_county_control_growth_add = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 5
		fort_level = 5
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.20
		travel_danger = -15
	}

	max_garrison = 750
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Canterbury Cathedral
##########

holy_site_canterbury_cathedral_01 = {

	construction_time = very_slow_construction_time
	
	asset = {
		type = pdxmesh
		name = "ep2_building_special_canterbury_02_mesh"
	}

	type_icon = "icon_structure_canterbury_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
	}
	
	show_disabled = yes
	
	cost_gold = 100

	character_modifier = {
		monthly_piety = 0.05
		monthly_county_control_growth_factor = -0.05
		christianity_religion_opinion = -10
	}
	
	county_modifier = {
		tax_mult = -0.05
		development_growth_factor = -0.10
		development_growth = -0.05
		county_opinion_add = -5
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	next_building = holy_site_canterbury_cathedral_02
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

holy_site_canterbury_cathedral_02 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	construction_time = very_slow_construction_time
	
	asset = {
		type = pdxmesh
		name = "ep2_building_special_canterbury_02_mesh"
	}

	type_icon = "icon_structure_canterbury_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			scope:holder = {
				OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
			}
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
		scope:holder = {
			culture = {
				has_innovation = innovation_crop_rotation
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_christian_or_holy_site_trigger
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.3
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.1
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
	}
	
	county_modifier = {
		tax_mult = 0.15
		development_growth_factor = 0.15
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 3
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	next_building = holy_site_canterbury_cathedral_03
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

holy_site_canterbury_cathedral_03 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	construction_time = very_slow_construction_time
	
	asset = {
		type = pdxmesh
		name = "ep2_building_special_canterbury_03_mesh"
	}

	type_icon = "icon_structure_canterbury_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			scope:holder = {
				OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
			}
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_christian_or_holy_site_trigger
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.75
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.2
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.15
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.3
		development_growth = 0.3
		county_opinion_add = 5
	}
	
	province_modifier = {
		monthly_income = 5
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Portsmouth Royal Dockyard 
##########

portsmouth_royal_dockyard_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
		hostile_raid_time = 0.35
	}

	province_modifier = {
		monthly_income = 2
		fort_level = 2
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = portsmouth_royal_dockyard_02

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

	type = special

	flag = travel_point_of_interest_economic
	flag = travel_point_of_interest_martial
}

portsmouth_royal_dockyard_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		martial_per_prestige_level = 1
		embarkation_cost_mult = -0.25
		naval_movement_speed_mult = 0.25
	}

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

	province_modifier = {
		monthly_income = 5
		fort_level = 4
		defender_holding_advantage = 6
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.25
		garrison_size = 0.25
		travel_danger = -25
	}

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

	type = special

	flag = travel_point_of_interest_economic
	flag = travel_point_of_interest_martial
}

##########
# Devonport
##########

devonport_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

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

	next_building = devonport_02

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

	type = special

	flag = travel_point_of_interest_economic
	flag = travel_point_of_interest_martial
}

devonport_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		martial_per_prestige_level = 1
		embarkation_cost_mult = -0.15
		naval_movement_speed_mult = 0.15
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 3
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		garrison_size = 0.20
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
	flag = travel_point_of_interest_martial
}

##########
# Stonehenge
##########

stonehenge_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_stonehenge.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 3000

	character_modifier = {
		learning = 2
		monthly_learning_lifestyle_xp_gain_mult = 0.15
		faith_conversion_piety_cost_mult = -0.2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Cardiff Castle 
##########

cardiff_castle_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_kassiopi_castle.dds" 
	
	can_construct = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige = 0.10
		monthly_dynasty_prestige_mult = 0.10
		martial_per_prestige_level = 1
	}
	
	county_modifier = {
		tax_mult = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 2
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.10
		travel_danger = -20
	}

	max_garrison = 500
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Krowfymply Castle 
##########

krowfymply_castle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "alcazar_segovia.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		martial_per_influence_level = 1
		monthly_influence = 0.35
		monthly_influence_mult = 0.10
	}
	
	county_modifier = {
		tax_mult = 0.10
		development_growth = 0.10
		development_growth_factor = 0.10
	}

	province_modifier = {
		defender_holding_advantage = 1
		fort_level = 2
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = krowfymply_castle_02

	type = special

	flag = travel_point_of_interest_martial
}

krowfymply_castle_02 = {

	construction_time = very_slow_construction_time

	type_icon = "alcazar_segovia.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_castle_baileys }
		building_requirement_castle_city_church = { LEVEL = 03 }
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		martial_per_influence_level = 1
		monthly_influence = 1
		monthly_influence_mult = 0.25
	}
	
	county_modifier = {
		tax_mult = 0.20
		development_growth = 0.20
		development_growth_factor = 0.15
	}

	province_modifier = {
		defender_holding_advantage = 4
		fort_level = 4
		monthly_income = 3.50
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		stationed_siege_weapon_siege_value_mult = 0.10
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Fortified Port of Bristol 
##########

fortified_port_of_bristol_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 350

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.05
		naval_movement_speed_mult = 0.05
	}

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

	province_modifier = {
		monthly_income = 1
		fort_level = 1
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		garrison_size = 0.10
		travel_danger = -10
	}

	next_building = fortified_port_of_bristol_02

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_bristol_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 800

	county_holder_character_modifier = {
		embarkation_cost_mult = -0.10
		naval_movement_speed_mult = 0.10
	}

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

	province_modifier = {
		monthly_income = 3
		fort_level = 2
		defender_holding_advantage = 3
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		garrison_size = 0.15
		travel_danger = -15
	}

	next_building = fortified_port_of_bristol_03

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

	type = special

	flag = travel_point_of_interest_economic
}

fortified_port_of_bristol_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_drassanes.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

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

	cost_gold = 1500

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

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

	province_modifier = {
		monthly_income = 7.50
		fort_level = 4
		defender_holding_advantage = 5
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		garrison_size = 0.25
		travel_danger = -20
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Belfast Cathedral 
##########

belfast_cathedral_01 = {

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cologne_cathedral.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		scope:holder = {
			OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
		}
	}

	cost_gold = 750

	county_holder_character_modifier = {
		monthly_piety = 0.25
		monthly_piety_gain_mult = 0.15
		holy_order_hire_cost_mult = -0.10
		clergy_opinion = 5
	}

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

	province_modifier = {
		monthly_income = 1.50
	}

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

	type = special

	flag = travel_point_of_interest_religious
}

##########
# Glasgow Cathedral 
##########

glasgow_cathedral_01 = {
		
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cologne_cathedral.dds"  
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			OR = {
				scope:holder = {
					OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
				}
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.20
		monthly_piety_gain_mult = 0.20
		holy_order_hire_cost_mult = -0.10
		clergy_opinion = 10
	}
	
	county_modifier = {
		tax_mult = 0.15
		development_growth_factor = 0.15
		development_growth = 0.15
		county_opinion_add = 5
	}
	
	province_modifier = {
		monthly_income = 2
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_religious
}

##########
# Oxford University
##########

oxford_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cluny_abbey.dds"

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

	cost_gold = 1500

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

	county_holder_character_modifier = {
		learning_per_piety_level = 1
		intrigue_per_prestige_level = 1
		monthly_dynasty_prestige = 0.30
		prestige_level_impact_mult = 0.10
		monthly_lifestyle_xp_gain_mult = 0.15
		cultural_head_fascination_mult = 0.10
	}

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 2
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Cambridge University
##########

cambridge_university_01 = {
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

	county_holder_character_modifier = {
		stewardship_per_prestige_level = 1
		monthly_prestige = 0.30
		prestige_level_impact_mult = 0.15
		monthly_lifestyle_xp_gain_mult = 0.1
		cultural_head_fascination_mult = 0.1
	}

	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
	}

	province_modifier = {
		monthly_income = 0.50
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Liverpool University
##########

livepool_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

	county_holder_character_modifier = {
		martial_per_influence_level = 1
		monthly_influence = 0.30
		monthly_influence_mult = 0.10
		monthly_lifestyle_xp_gain_mult = 0.15
		cultural_head_fascination_mult = 0.05
	}

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# British coal mines
##########

#coal_mines_01 = {
#	effect_desc = mines_effect_desc
#
#	asset = {
#		type = pdxmesh
#		name = "building_special_mines_mesh"
#	}
#
#	type_icon = "icon_structure_mines.dds"
#
#	can_construct_potential = {
#		building_requirement_tribal = no
#	}
#
#	can_construct = {
#		building_requirement_castle_city_church = { LEVEL = 01 }
#		culture = {
#			has_innovation = innovation_crop_rotation
#		}
#	}
#
#	cost_gold = 400
#
#	county_modifier = {
#		tax_mult = 0.025
#		development_growth_factor = 0.025
#	}
#
#	province_modifier = {
#		monthly_income = 0.25
#		stationed_airship_damage_mult = 0.10
#		stationed_airship_toughness_mult = 0.10
#		stationed_siege_weapon_siege_value_mult = 0.15
#		stationed_gunpowder_damage_mult = 0.15
#		stationed_gunpowder_toughness_mult = 0.15
#	}
#
#	province_culture_modifier = {
#		parameter = cupellation_mine_building_bonuses
#		tax_mult = innovation_cupellation_mine_tax_bonus_value
#	}
#
#	next_building = coal_mines_02
#
#	ai_value = {
#		base = 100
#	}
#
#	type = special
#	
#	flag = travel_point_of_interest_economic
#	flag = special_mine
#}
#
#coal_mines_02 = {
#	effect_desc = mines_effect_desc
#
#	asset = {
#		type = pdxmesh
#		name = "building_special_mines_mesh"
#	}
#
#	type_icon = "icon_structure_mines.dds"
#
#	can_construct_potential = {
#		building_requirement_tribal = no
#	}
#
#	can_construct = {
#		building_requirement_castle_city_church = { LEVEL = 02 }
#		culture = {
#			has_innovation = innovation_manorialism
#		}
#	}
#
#	cost_gold = 500
#
#	county_modifier = {
#		tax_mult = 0.05
#		development_growth_factor = 0.05
#	}
#
#	province_modifier = {
#		monthly_income = 0.75
#		stationed_airship_damage_mult = 0.15
#		stationed_airship_toughness_mult = 0.15
#		stationed_siege_weapon_siege_value_mult = 0.25
#		stationed_gunpowder_damage_mult = 0.25
#		stationed_gunpowder_toughness_mult = 0.25
#	}
#
#	province_culture_modifier = {
#		parameter = cupellation_mine_building_bonuses
#		tax_mult = innovation_cupellation_mine_tax_bonus_value
#	}
#
#	next_building = coal_mines_03
#
#	ai_value = {
#		base = 100
#	}
#
#	type = special
#	
#	flag = travel_point_of_interest_economic
#	flag = special_mine
#}
#
#coal_mines_03 = {
#	effect_desc = mines_effect_desc
#
#	asset = {
#		type = pdxmesh
#		name = "building_special_mines_mesh"
#	}
#
#	type_icon = "icon_structure_mines.dds"
#
#	can_construct_potential = {
#		building_requirement_tribal = no
#	}
#
#	can_construct = {
#		building_requirement_castle_city_church = { LEVEL = 03 }
#		culture = {
#			has_innovation = innovation_windmills
#		}
#	}
#
#	cost_gold = 600
#
#	county_modifier = {
#		tax_mult = 0.075
#		development_growth_factor = 0.075
#	}
#
#	province_modifier = {
#		monthly_income = 1.50
#		stationed_airship_damage_mult = 0.25
#		stationed_airship_toughness_mult = 0.25
#		stationed_siege_weapon_siege_value_mult = 0.40
#		stationed_gunpowder_damage_mult = 0.40
#		stationed_gunpowder_toughness_mult = 0.40
#	}
#
#	province_culture_modifier = {
#		parameter = cupellation_mine_building_bonuses
#		tax_mult = innovation_cupellation_mine_tax_bonus_value
#	}
#
#	next_building = coal_mines_04
#
#	ai_value = {
#		base = 100
#	}
#
#	type = special
#	
#	flag = travel_point_of_interest_economic
#	flag = special_mine
#}
#
#coal_mines_04 = {
#	effect_desc = mines_effect_desc
#
#	asset = {
#		type = pdxmesh
#		name = "building_special_mines_mesh"
#	}
#
#	type_icon = "icon_structure_mines.dds"
#
#	can_construct_potential = {
#		building_requirement_tribal = no
#	}
#
#	can_construct = {
#		building_requirement_castle_city_church = { LEVEL = 04 }
#		culture = {
#			has_innovation = innovation_cranes
#		}
#	}
#
#	cost_gold = 700
#	county_modifier = {
#		tax_mult = 0.10
#		development_growth_factor = 0.10
#	}
#
#	province_modifier = {
#		monthly_income = 2.50
#		stationed_airship_damage_mult = 0.50
#		stationed_airship_toughness_mult = 0.50
#		stationed_siege_weapon_siege_value_mult = 0.75
#		stationed_gunpowder_damage_mult = 0.75
#		stationed_gunpowder_toughness_mult = 0.75
#	}
#
#	province_culture_modifier = {
#		parameter = cupellation_mine_building_bonuses
#		tax_mult = innovation_cupellation_mine_tax_bonus_value
#	}
#
#	ai_value = {
#		base = 100
#	}
#
#	type = special
#	
#	flag = travel_point_of_interest_economic
#	flag = special_mine
#}

##########
# Giant's Causeway 
##########

giants_causeway_01 = {

	asset = {
		type = pdxmesh
		name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" 
	}

	construction_time = very_slow_construction_time
	
	type_icon = "gibraltar.dds" 
	
	can_construct_potential = {
	}
	
	cost_gold = 300
	
	character_modifier = {
		stewardship = 1
		learning = 1
		diplomatic_range_mult = 0.2
		monthly_prestige = 0.15
	}

	county_modifier = {
		development_growth_factor = 0.1	
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_natural_feature
	flag = is_mountain
}

##########
# Loch Ness 
##########

loch_ness_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_maharloo_lake.dds" 
	
	can_construct_potential = {
	}
	
	cost_gold = 300
	
	character_modifier = {
		intrigue = 3
		stress_gain_mult = 0.35
	}

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

	province_modifier = {
	    travel_danger = 20
		build_gold_cost = 0.05
		build_speed = 0.05
    }
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_natural_feature # lake
}

##########
# Hadrian's Wall
##########

hadrians_wall_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_hadrians_wall.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 3000

	province_modifier = {
		build_gold_cost = -0.05
		travel_danger = -5
	}
	
	ai_value = {
		base = 100
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_martial_minor
}

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



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



########################################
# ZAPADOSLAVIA
########################################

##########
# Prague Castle
##########

prague_castle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alhambra.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.15
	}
	
	county_modifier = {
		development_growth = 0.05
		development_growth_factor = 0.10
		tax_mult = 0.05
		monthly_county_control_growth_factor = 0.10
	}

	province_modifier = {
		monthly_income = 1
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		fort_level = 2
		defender_holding_advantage = 3
	}

	max_garrison = 250
	
	ai_value = {
		base = 100
		directive_to_fortify_modifier = yes
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = prague_castle_02

	type = special

	flag = travel_point_of_interest_martial
}

prague_castle_02 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alhambra.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_windmills }
		scope:holder.culture = { has_innovation = innovation_battlements }
	}
	
	cost_gold = 1500

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.35
		learning_per_piety_level = 1
	}
	
	county_modifier = {
		development_growth = 0.10
		development_growth_factor = 0.20
		tax_mult = 0.10
		monthly_county_control_growth_factor = 0.15
	}

	province_modifier = {
		monthly_income = 2
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.10
		fort_level = 5
		defender_holding_advantage = 5
	}

	max_garrison = 500
	
	ai_value = {
		base = 100
		directive_to_fortify_modifier = yes
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = prague_castle_03

	type = special

	flag = travel_point_of_interest_martial
}

prague_castle_03 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_alhambra.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_cranes }
		scope:holder.culture = { has_innovation = innovation_machicolations }
	}
	
	cost_gold = 3000

	county_holder_character_modifier = {
		monthly_dynasty_prestige = 0.50
		monthly_dynasty_prestige_mult = 0.05
		monthly_piety = 0.25
		monthly_piety_gain_mult = 0.10
		learning_per_piety_level = 1
	}
	
	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.30
		tax_mult = 0.25
		monthly_county_control_growth_factor = 0.25
	}

	province_modifier = {
		monthly_income = 4
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		stationed_siege_weapon_siege_value_mult = 0.15
		fort_level = 6
		defender_holding_advantage = 8
	}

	max_garrison = 1000
	
	ai_value = {
		base = 100
		directive_to_fortify_modifier = yes
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
	flag = travel_point_of_interest_religious
}

##########
# Charles University
##########

charles_university_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_temple_of_uppsala.dds"

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

	cost_gold = 1500

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

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

	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.20
	}

	province_modifier = {
		monthly_income = 1
	}

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

	type = special

	flag = travel_point_of_interest_learning
	flag = special_university
}

##########
# Sedlec Bone Temple
##########

sedlec_temple_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_wawel_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 500

	county_holder_character_modifier = {
		dread_baseline_add = 20
		dread_gain_mult = 0.10
		intrigue_per_piety_level = 1
	}
	
	county_modifier = {
		monthly_county_control_growth_add = -0.25
		county_opinion_add = -15
		tax_mult = 0.05
	}

	province_modifier = {
		monthly_income = 0.50
		travel_danger = 10
	}

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

	type = special

	flag = travel_point_of_interest_martial
}

##########
# Grand Porcelain Works
##########

grand_porcelain_works_01 = {

	construction_time = very_slow_construction_time

	type_icon = "domicile_building_tea.dds"

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = { has_innovation = innovation_guilds }
	}

	cost_gold = 800

	county_holder_character_modifier = {
		stewardship = 2
		monthly_prestige = 0.10
		monthly_prestige_gain_mult = 0.30

	}

	county_modifier = {
		tax_mult = 0.30
		development_growth = 0.20
		development_growth_factor = 0.30
	}

	province_modifier = {
		monthly_income = 2
	}

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

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Špilberk Castle
##########

spilberk_castle_01 = {

	construction_time = very_slow_construction_time

	type_icon = "alcazar_segovia.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		martial_per_prestige_level = 1
		monthly_prestige = 0.25
		monthly_prestige_gain_mult = 0.15
	}
	
	county_modifier = {
		development_growth = 0.20
		development_growth_factor = 0.20
		tax_mult = 0.20
		monthly_county_control_growth_add = 0.30
	}

	province_modifier = {
		monthly_income = 1.50
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		stationed_siege_weapon_siege_value_mult = 0.20
		fort_level = 3
		defender_holding_advantage = 4
		travel_danger = -15
	}

	max_garrison = 500
	
	ai_value = {
		base = 100
		directive_to_fortify_modifier = yes
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	type = special

	flag = travel_point_of_interest_martial
}

########################################
# YUGOSLAVIJA
########################################



########################################
# MAKEDONIA
########################################



########################################
# NISTERNIA
########################################



########################################
# BALTIC
########################################



########################################
# FINLAND
########################################



########################################
# SPECIAL MILITARY BUILDINGS
########################################

##########
# Chemistry Workshop - unlocks chemical weapons
##########

chemistry_workshop_01 = {
	construction_time = standard_construction_time
	effect_desc = chemistry_workshop_1_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_1_cost
	
	province_modifier = {
		stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1
		stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_1
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	next_building = chemistry_workshop_02
	
	ai_value = {
		base = 12
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = orchards_01
			}
		}
		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

chemistry_workshop_02 = {
	construction_time = standard_construction_time
	effect_desc = chemistry_workshop_2_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_2_cost
	
	province_modifier = {
		stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2
		stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_2
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	next_building = chemistry_workshop_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

chemistry_workshop_03 = {
	construction_time = standard_construction_time
	effect_desc = chemistry_workshop_3_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_3_cost
	
	province_modifier = {
		stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3
		stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_3
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	next_building = chemistry_workshop_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

chemistry_workshop_04 = {
	construction_time = standard_construction_time
	effect_desc = chemistry_workshop_4_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_4_cost
	
	province_modifier = {
		stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4
		stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_4
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

##########
# Air Dock - unlocks airships
##########

air_dock_01 = {
	construction_time = standard_construction_time
	effect_desc = air_dock_1_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_1_cost
	
	province_modifier = {
		stationed_airship_damage_mult = high_maa_damage_tier_1
		stationed_airship_toughness_mult = high_maa_toughness_tier_1
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	next_building = air_dock_02
	
	ai_value = {
		base = 12
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = orchards_01
			}
		}
		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

air_dock_02 = {
	construction_time = standard_construction_time
	effect_desc = air_dock_2_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_2_cost
	
	province_modifier = {
		stationed_airship_damage_mult = high_maa_damage_tier_2
		stationed_airship_toughness_mult = high_maa_toughness_tier_2
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	next_building = air_dock_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

air_dock_03 = {
	construction_time = standard_construction_time
	effect_desc = air_dock_3_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_3_cost
	
	province_modifier = {
		stationed_airship_damage_mult = high_maa_damage_tier_3
		stationed_airship_toughness_mult = high_maa_toughness_tier_3
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	next_building = air_dock_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

air_dock_04 = {
	construction_time = standard_construction_time
	effect_desc = air_dock_4_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = very_expensive_building_tier_4_cost
	
	province_modifier = {
		stationed_airship_damage_mult = high_maa_damage_tier_4
		stationed_airship_toughness_mult = high_maa_toughness_tier_4
	}
	character_modifier = {
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_hosios_loukas.dds"
	
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

##########
# Communal Settlements - peasant and levy bonuses
##########

communal_settlement_01 = {
	construction_time = standard_construction_time
	effect_desc = communal_settlement_1_effect_desc

	can_construct_potential = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}

	can_construct_showing_failures_only = {
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
				has_innovation = innovation_barracks
			}
	}

	is_enabled = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}
	
	cost_gold = expensive_building_tier_1_cost
	
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_2
		stationed_peasant_militia_damage_mult = high_maa_damage_tier_2
		stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_1
		defender_holding_advantage = 2
	}
	county_modifier = {
		levy_size = 0.01
	}

	levy = normal_building_levy_tier_2

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_wartburg.dds"
	
	next_building = communal_settlement_02
	
	ai_value = {
		base = 20
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

communal_settlement_02 = {
	construction_time = standard_construction_time
	effect_desc = communal_settlement_2_effect_desc

	can_construct_potential = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
				has_innovation = innovation_castle_baileys
			}
	}

	is_enabled = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}
	
	cost_gold = expensive_building_tier_2_cost
	
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_4
		stationed_peasant_militia_damage_mult = high_maa_damage_tier_4
		stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_2
		defender_holding_advantage = 4
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.05
		garrison_size = 0.05
		levy_size = 0.02
	}
	
	levy = normal_building_levy_tier_4

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_wartburg.dds"
	
	next_building = communal_settlement_03
	
	ai_value = {
		base = 10
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

communal_settlement_03 = {
	construction_time = standard_construction_time
	effect_desc = communal_settlement_3_effect_desc

	can_construct_potential = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
				has_innovation = innovation_castle_baileys
			}
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_6
		stationed_peasant_militia_damage_mult = high_maa_damage_tier_6
		stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_3
		defender_holding_advantage = 6
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.10
		garrison_size = 0.05
		levy_size = 0.03
	}
	
	levy = normal_building_levy_tier_6

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_wartburg.dds"
	
	next_building = communal_settlement_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

communal_settlement_04 = {
	construction_time = standard_construction_time
	effect_desc = communal_settlement_4_effect_desc

	can_construct_potential = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
				has_innovation = innovation_royal_armory
			}
	}

	is_enabled = {
		custom_description = {
			text = province_is_of_a_communal_settlement_faith_tt
			building_communal_settlement_requirement = yes
		}
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	province_modifier = {
		monthly_income = super_poor_building_tax_tier_8
		stationed_peasant_militia_damage_mult = high_maa_damage_tier_8
		stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_4
		defender_holding_advantage = 8
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.15
		garrison_size = 0.10
		levy_size = 0.05
	}
	
	levy = normal_building_levy_tier_8

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	type_icon = "icon_structure_wartburg.dds"
	
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}