﻿#######
# Drassanes
##########
drassanes_01 = {
	asset = {
		type = entity
		name = "building_special_drassanes_01_entity"
		requires_dlc_flag = medieval_monuments
	}
	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_castle_baileys } }
	cost_gold = 1000
	character_modifier = {
		naval_movement_speed_mult = 0.25
		embarkation_cost_mult = -0.25
		levy_reinforcement_rate = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.15
		development_growth = 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
}
##########
# Great Kyz Kala
##########
kyz_kala_01 = {
	effect_desc = feast_cost_discount_max_desc
	asset = { 
		type = pdxmesh
		name = "building_special_kyz_kala_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_kyz_kala.dds"
	cost_gold = 1000
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige_gain_mult = 0.05
	}
	county_modifier = {
		hostile_raid_time = 0.5
		travel_danger = -20
	}
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_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_wonder
}
##########
# Cluny Abbey
##########
cluny_abbey_01 = {
	asset = { 
		type = pdxmesh
		name = "building_special_cluny_abbey_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_cluny_abbey.dds"
	next_building = cluny_abbey_02
	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_crop_rotation } }
	effect_desc = {
		desc = unlocks_building_desc
		triggered_desc = {
			trigger = { has_dlc_feature = royal_court }
			desc = university_roco_effect_desc
		}
		desc = university_effect_desc
	}
	cost_gold = 1000
	county_holder_character_modifier = {
		learning = 1
		monthly_piety_gain_mult = 0.1
		faith_creation_piety_cost_mult = -0.15
	}
	county_modifier = {
		development_growth_factor = 0.15
		monthly_county_control_growth_factor = 0.1
	}
	province_modifier = {
		monthly_income = 1.5
	}
	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t1_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
	flag = special_university
}
cluny_abbey_02 = {
	asset = {
		type = pdxmesh
		name = "building_special_cluny_abbey_02_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_cluny_abbey.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_manorialism } }
	cost_gold = 1000
	effect_desc = {
		desc = unlocks_building_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
		monthly_piety_gain_mult = 0.2
		faith_creation_piety_cost_mult = -0.25
	}
	county_modifier = {
		development_growth_factor = 0.25
		monthly_county_control_growth_factor = 0.2
	}
	province_modifier = {
		monthly_income = 3
	}
	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t2_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
}
##########
# Walls of York
##########
york_walls_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_york_walls_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_york_walls.dds"
	cost_gold = 1000
	character_modifier = {
		owned_legend_spread_mult = 0.15
	}
	county_modifier = {
		hostile_raid_time = 0.5
		supply_limit_mult = 0.15
		travel_danger = -20
	}
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_2
		fort_level = good_building_fort_level_tier_2
		garrison_size = 0.2
	}
	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_martial
}
##########
# Great Mosque of Damascus
##########
damascus_mosque_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_damascus_mosque_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_damascus_mosque.dds"
	can_construct_potential = { building_requirement_tribal = no }
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				scope:holder = { religion = religion:islam_religion }
				custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
			}
		}
	}
	cost_gold = 1000
	character_modifier = {
		build_speed = -0.1
		monthly_piety = 0.5
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		monthly_county_control_growth_factor = 0.2
	}
	province_modifier = {
		monthly_income = 2
	}
	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t2_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
}
##########
# Jokhang
##########
jokhang_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_jokhang_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_jokhang.dds"
	can_construct_potential = { building_requirement_tribal = no }
	is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } }
	cost_gold = 1000
	county_holder_character_modifier = {
		monthly_piety_gain_per_dread_add = 0.02
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
		monthly_lifestyle_xp_gain_mult = 0.1
	}
	county_modifier = {
		county_opinion_add = 10
		development_growth = 0.2
		monthly_county_control_growth_add = 0.2
	}
	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_religious
}
##########
# Wartburg
##########
wartburg_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_wartburg_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_wartburg.dds"
	can_construct_potential = { building_requirement_tribal = no }
	can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } }
	cost_gold = 1000
	character_modifier = {
		diplomacy = 1
		prestige_level_impact_mult = 0.5
	}
	county_modifier = {
		travel_danger = -20
		hostile_raid_time = 0.5
	}
	province_modifier = {
		fort_level = normal_building_fort_level_tier_3
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_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_martial
}
##########
# Beta Giyorgis
##########
beta_giyorgis_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_beta_giyorgis_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_beta_giyorgis.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_manorialism } }
	cost_gold = 1000
	county_holder_character_modifier = {
		piety_level_impact_mult = 0.5
		legitimacy_gain_mult = 0.1
	}
	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.3
	}
	province_modifier = {
		monthly_income = 2
		defender_holding_advantage = normal_building_advantage_tier_2
		build_speed = -0.1
	}
	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 Wisdom of Novgorod
##########
holy_wisdom_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_holy_wisdom_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_holy_wisdom.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_crop_rotation } }
	cost_gold = 1000
	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		martial_per_piety_level = 1
	}
	county_modifier = {
		tax_mult = 0.1
		monthly_county_control_growth_factor = 0.1
	}
	province_modifier = {
		travel_danger = -20
		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
}
##########
# Kano Earthworks
##########
kano_walls_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_kano_walls_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_kano_walls.dds"
	cost_gold = 1000
	can_construct = { scope:holder.culture = { has_innovation = innovation_motte } } 
	character_modifier = {
		stewardship = 1
	}
	county_modifier = {
		hostile_raid_time = 1
		development_growth_factor = 0.2
		development_growth = 0.2
		tax_mult = 0.2
	}
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_2
		fort_level = good_building_fort_level_tier_1
		garrison_size = 0.2
	}
	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_martial
}
##########
# Somapura University
##########
somapura_university_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_somapura_university_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_somapura_university.dds"
	can_construct_potential = { building_university_requirement = yes 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_piety_level = 1
		monthly_lifestyle_xp_gain_mult = 0.1
		stress_loss_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	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
}
##########
# Duomo Florence
##########
duomo_florence_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_duomo_florence_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_duomo_florence.dds"
	next_building = duomo_florence_02
	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 } }
			}
		}
	}
	cost_gold = 1000
	character_modifier = {
		monthly_piety_gain_mult = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.05
		development_growth = 0.05
	}
	province_modifier = {
		monthly_income = 1
	}
	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
}
duomo_florence_02 = {
	asset = {
		type = pdxmesh
		name = "building_special_duomo_florence_02_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_duomo_florence.dds"
	next_building = duomo_florence_03
	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_manorialism } }
	cost_gold = 1000
	character_modifier = {
		stewardship = 1
		monthly_piety_gain_mult = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.1
		development_growth = 0.1
	}
	province_modifier = {
		monthly_income = 2
		build_speed = -0.1
	}
	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
}
duomo_florence_03 = {
	asset = {
		type = pdxmesh
		name = "building_special_duomo_florence_03_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_duomo_florence.dds"
	next_building = duomo_florence_04
	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_guilds } }
	cost_gold = 1000
	character_modifier = {
		stewardship = 1
		diplomacy = 1
		monthly_piety_gain_mult = 0.1
		republic_government_tax_contribution_mult = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	province_modifier = {
		monthly_income = 3
		build_speed = -0.2
	}
	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
}
duomo_florence_04 = {
	asset = {
		type = pdxmesh
		name = "building_special_duomo_florence_04_mesh"
		requires_dlc_flag = medieval_monuments
	}
	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
	character_modifier = {
		stewardship = 1
		diplomacy = 1
		learning = 1
		monthly_prestige_gain_mult = 0.2
		monthly_piety_gain_mult = 0.2
		republic_government_tax_contribution_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	province_modifier = {
		monthly_income = 4
		build_speed = -0.3
	}
	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
}
##########
# Konark Sun Temple
##########
konark_temple_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_konark_temple_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_konark_temple.dds"
	can_construct_potential = { building_requirement_tribal = no }
	is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } }
	can_construct = { scope:holder.culture = { has_innovation = innovation_guilds } }
	cost_gold = 1000
	county_holder_character_modifier = {
		monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
		legitimacy_gain_mult = 0.1
		monthly_county_control_growth_factor = 0.05
	}
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
	}
	province_modifier = {
		monthly_income = 2
	}
	ai_value = {
		base = 8
		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
}
##########
# al-Qarawiyyin University
##########
al_qarawiyyin_university_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_al_qarawiyyin_university_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_al_qarawiyyin_university.dds"
	can_construct_potential = { building_university_requirement = yes 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
	}
	character_modifier = {
		diplomacy_per_piety_level = 1
		monthly_lifestyle_xp_gain_mult = 0.1
		cultural_head_fascination_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	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
}
##########
# Kairouan basins
##########
kairouan_basins_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_kairouan_basins_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_kairouan_basins.dds"
	can_construct_potential = { building_requirement_tribal = no }
	cost_gold = 1000
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		negate_health_penalty_add = 0.1
	}
	county_modifier = {
		county_opinion_add = 20
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	province_modifier = {
		hostile_raid_time = 0.5
		defender_holding_advantage = normal_building_advantage_tier_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
}
##########
# Ghana Palace
##########
ghana_palace_01 = {
	effect_desc = feast_cost_discount_max_desc
	asset = {
		type = pdxmesh
		name = "building_special_ghana_palace_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_ghana_palace.dds"
	cost_gold = 1000
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		vassal_tax_mult = 0.05
		court_grandeur_baseline_add = 5
	}
	county_modifier = {
		development_growth_factor = 0.1
		monthly_county_control_growth_factor = 0.1
	}
	province_modifier = {
		hostile_raid_time = 0.5
		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_wonder
}
##########
# Visegrad
##########
visegrad_castle_01 = {
	effect_desc = hunting_grounds_desc
	asset = {
		type = pdxmesh
		name = "building_special_visegrad_castle_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_visegrad_castle.dds"
	can_construct_potential = { building_requirement_tribal = no }
	can_construct = { scope:holder.culture = { has_innovation = innovation_castle_baileys } }
	cost_gold = 1000
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige_gain_mult = 0.05
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.1
	}
	county_modifier = {
		travel_danger = -20
		monthly_county_control_growth_factor = 0.2
	}
	province_modifier = {
		fort_level = good_building_fort_level_tier_2
		garrison_size = 0.2
		stationed_maa_damage_mult = normal_maa_damage_tier_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_martial
}
##########
# Archcollegiate Church of St. Mary and St. Alexius in Tum
##########
wawel_cathedral_01 = { #Collegiate Church of St. Mary and St. Alexius
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_wavel_effect_desc
		}
	}
	asset = {
		type = pdxmesh
		name = "building_special_wawel_cathedral_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_wawel_cathedral.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_crop_rotation } }
	cost_gold = 400
	character_modifier = {
		#monthly_dynasty_prestige_mult = 0.05
		monthly_piety_from_buildings_mult = 0.05
		clergy_opinion = 2
	}
	county_modifier = {
		development_growth_factor = 0.05
		development_growth = 0.1
		county_opinion_add = 5
	}
	province_modifier = {
		monthly_income = 0.5
		fort_level = 2
		stationed_maa_toughness_mult = 0.05
	}
	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
		}
	}
	next_building = wawel_cathedral_02
	type = special
	flag = travel_point_of_interest_religious
}

wawel_cathedral_02 = { #Archcollegiate Church of St. Mary and St. Alexius
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_wavel_effect_desc
		}
	}
	asset = {
		type = pdxmesh
		name = "building_special_wawel_cathedral_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_wawel_cathedral.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_manorialism } }
	cost_gold = 800
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.02
		monthly_piety_from_buildings_mult = 0.1
		clergy_opinion = 4
	}
	county_modifier = {
		development_growth_factor = 0.1
		development_growth = 0.2
		county_opinion_add = 15
	}
	province_modifier = {
		monthly_income = 1
		fort_level = 4
		stationed_maa_toughness_mult = 0.1
	}
	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
		}
	}
	next_building = wawel_cathedral_03
	type = special
	flag = travel_point_of_interest_religious
}

wawel_cathedral_03 = { #Cathedral of St. Mary and St. Alexius - althistory upgrade
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_wavel_effect_desc
		}
	}
	asset = {
		type = pdxmesh
		name = "building_special_wawel_cathedral_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_wawel_cathedral.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 = 1400
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_piety_from_buildings_mult = 0.2
		clergy_opinion = 6
	}
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.3
		county_opinion_add = 15
	}
	province_modifier = {
		monthly_income = 2
		fort_level = 8
		stationed_maa_toughness_mult = 0.2
	}
	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
}
##########
# Vatapi Caves
##########
vatapi_caves_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_vatapi_caves_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_vatapi_caves.dds"
	can_construct_potential = { building_requirement_tribal = no }
	is_enabled = { custom_description = { text = buddhas_of_bamian_trigger scope:holder = { religion = { is_in_family = rf_eastern } } } }
	cost_gold = 1000
	character_modifier = {
		monthly_piety = 2
		stress_loss_mult = 0.2
		monthly_lifestyle_xp_gain_mult = 0.1
		rf_eastern_opinion = 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
}
##########
# Golden fort of Jaisalmer
##########
jaisalmer_fort_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_jaisalmer_fort_01_mesh"
		requires_dlc_flag = medieval_monuments
	}
	construction_time = very_slow_construction_time
	type_icon = "icon_structure_jaisalmer_fort.dds"
	can_construct_potential = { building_requirement_tribal = no }
	can_construct = { scope:holder.culture = { has_innovation = innovation_hoardings } }
	cost_gold = 1000
	county_holder_character_modifier = {
		parochial_opinion = 5
		desert_advantage = 6
		desert_development_growth_factor = 0.2
	}
	county_modifier = {
		travel_danger = -20
		monthly_county_control_growth_factor = 0.2
	}
	province_modifier = {
		fort_level = good_building_fort_level_tier_2
		defender_holding_advantage = 4
		garrison_size = 0.2
	}
	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_martial
}
