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# N3OW Standard Economy Buildings #
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### tell mines

tell_mines_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_1
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.01
		pikemen_maintenance_mult = -0.01
		heavy_cavalry_maintenance_mult = -0.01
		men_at_arms_recruitment_cost = -0.01
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.01
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_1
	}
	
	next_building = tell_mines_02

	type_icon = "icon_building_tell_mines.dds"
	
	ai_value = {
		base = 12 # A little bit higher than normal, they're very handy for further development
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_quarries_improvement_from_culture_modifier = yes
		modifier = {
			factor = 0
			scope:holder = {
				government_has_flag = government_is_republic
			}
			NOT = {
				has_building_or_higher = guild_halls_01
			}
		}
	}
}

tell_mines_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_2
	}
	county_modifier = {
		development_growth_factor = 0.025
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.02
		pikemen_maintenance_mult = -0.02
		heavy_cavalry_maintenance_mult = -0.02
		men_at_arms_recruitment_cost = -0.02
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.02
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_2
	}
	
	next_building = tell_mines_03
	
	ai_value = {
		base = 9
		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 upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

tell_mines_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_3
	}
	county_modifier = {
		development_growth_factor = 0.05
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.005
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.03
		pikemen_maintenance_mult = -0.03
		heavy_cavalry_maintenance_mult = -0.03
		men_at_arms_recruitment_cost = -0.03
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.03
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_3
	}
	
	next_building = tell_mines_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

tell_mines_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_4
	}
	county_modifier = {
		development_growth_factor = 0.1
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.01
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_cavalry_maintenance_mult = -0.04
		men_at_arms_recruitment_cost = -0.04
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.04
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_4
	}
	
	next_building = tell_mines_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

tell_mines_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_5
	}
	county_modifier = {
		development_growth_factor = 0.15
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.02
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.05
		pikemen_maintenance_mult = -0.05
		heavy_cavalry_maintenance_mult = -0.05
		men_at_arms_recruitment_cost = -0.05
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.05
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_5
	}
	
	next_building = tell_mines_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

tell_mines_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_6
	}
	county_modifier = {
		development_growth_factor = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.03
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.06
		pikemen_maintenance_mult = -0.06
		heavy_cavalry_maintenance_mult = -0.06
		men_at_arms_recruitment_cost = -0.06
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.06
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_6
	}
	
	next_building = tell_mines_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

tell_mines_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_7
	}
	county_modifier = {
		development_growth_factor = 0.3
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.04
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.07
		pikemen_maintenance_mult = -0.07
		heavy_cavalry_maintenance_mult = -0.07
		men_at_arms_recruitment_cost = -0.07
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.07
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_7
	}
	
	next_building = tell_mines_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

tell_mines_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_tell_mines_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_8
	}
	county_modifier = {
		development_growth_factor = 0.4
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}
	character_culture_modifier = {
		parameter = quarries_building_bonuses
		heavy_infantry_maintenance_mult = -0.08
		pikemen_maintenance_mult = -0.08
		heavy_cavalry_maintenance_mult = -0.08
		men_at_arms_recruitment_cost = -0.08
	}
	county_culture_modifier = {
		parameter = quarries_building_bonuses
		levy_size = 0.08
	}
	province_culture_modifier = {
		parameter = ancient_miners_quarries_building_bonuses
		monthly_income = poor_building_tax_tier_8
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}