#Special Buildings:
#When adding Special Buildings also always add an entry in the following custom loc:
#GetSpecialBuildingNameFromProvince
#GetSpecialBuildingTouristDescriptor


#Special Building Flags:

#Effects, adding the flag is enough to have it working but you also need to add a tooltip using effect_desc
#special_university = unlocks effects for tournaments and book inspiration, as well other mechanical effects of universities
#holy_building = unlocks funeral bonuses

#Point of Interest flags (no further implementation needed after adding the flag)
#travel_point_of_interest_religious = this location will be a religious point of interest
#travel_point_of_interest_economic = this location will be an economic point of interest
#travel_point_of_interest_martial = this location will be a martial point of interest
#travel_point_of_interest_wonder = this location will be a wonder point of interest
#travel_point_of_interest_natural_feature = this location will be a natural feature point of interest
#travel_point_of_interest_diplomatic = this location will be a diplomatic point of interest
#travel_point_of_interest_learning = this location will be a learning point of interest

###########
## Generic Holy Site Buildings
###########

holy_site_cathedral_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	asset = {
		type = pdxmesh
		name = "cp6_building_special_grand_cathedral_mesh"
		requires_dlc_flag = holy_buildings
	}
	asset = {
		type = pdxmesh
		name = "building_special_cathedral_generic_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cologne_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}

holy_site_mosque_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cathedral_muslim.dds"

	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		domain_tax_different_faith_mult = 0.15
		levy_reinforcement_rate_same_faith = 0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}

holy_site_fire_temple_01 = {

	asset = {
		type = entity
		name = "building_special_cathedral_zoroastrian_01_a_entity"
	}

	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_great_fire_temple.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		domain_tax_different_faith_mult = 0.15
		levy_reinforcement_rate_same_faith = 0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.1
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
}

holy_site_pagan_grand_temple_01 = {

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

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cathedral_pagan.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		knight_effectiveness_mult = 0.15
		levy_reinforcement_rate = 0.1
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.1
		levy_size = 0.1
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	levy = 500
	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
	flag = holy_building
	flag = religious_studies_location
}

holy_site_indian_grand_temple_01 = {

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

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cathedral_indian.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		different_faith_opinion = 5
		different_faith_county_opinion_mult = -0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}

holy_site_buddhist_grand_temple_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	asset = {
		type = pdxmesh
		name = "tgp_building_special_chinese_pagoda_03_mesh"
		graphical_cultures = { chinese_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "tgp_building_special_japanese_pagoda_03_mesh"
		graphical_cultures = { japanese_building_gfx }
	}
	asset = {
		type = pdxmesh
		name = "building_special_brihadeeswarar_temple_mesh"
		graphical_cultures = { indian_building_gfx  }
	}

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cathedral_buddhist.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		different_faith_opinion = 5
		different_faith_county_opinion_mult = -0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 2
	}

	on_complete = {
	}
	
	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 = holy_building
	flag = religious_studies_location
}

holy_site_japanese_temple_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	asset = {
		type = pdxmesh
		name = "tgp_building_special_japanese_temple_03_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_torii_gate.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		different_faith_opinion = 5
		different_faith_county_opinion_mult = -0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 2
	}

	on_complete = {
	}
	
	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 = holy_building
	flag = religious_studies_location
}

holy_site_chinese_temple_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	asset = {
		type = pdxmesh
		name = "tgp_building_special_chinese_temple_03_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_fogong_temple_pagoda.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		different_faith_opinion = 5
		different_faith_county_opinion_mult = -0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 2
	}

	on_complete = {
	}
	
	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 = holy_building
	flag = religious_studies_location
}

holy_site_se_asia_pagan_temple_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	asset = {
		type = pdxmesh
		name = "tgp_building_special_se_asia_pagan_temple_03_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_po_klong_garai.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		different_faith_opinion = 5
		different_faith_county_opinion_mult = -0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 2
	}

	on_complete = {
	}
	
	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 = holy_building
	flag = religious_studies_location
}

holy_site_other_grand_temple_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_cathedral_generic_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cathedral_zoroastric.dds"

	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		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_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
		men_at_arms_maintenance = -0.025
		short_reign_duration_mult = -0.1
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}


# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key!

##########
# Mahabodhi Temple
##########

holy_site_mahabodhi_temple_01 = {
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_mahabodhi_temple.dds"

	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_building_trigger
			barony = {
				is_holy_site_of = scope:holder.faith
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 1
		monthly_dynasty_prestige_mult = 0.05
		learning_per_piety_level = 1
		different_faith_opinion = 5
		religious_vassal_opinion = 10
		different_faith_county_opinion_mult = -0.2
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Imam Ali Mosque
##########

holy_site_imam_ali_mosque_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_imam_ali_mosque.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_building_trigger
			barony = {
				is_holy_site_of = scope:holder.faith
			}
			islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 1
		monthly_dynasty_prestige_mult = 0.05
		men_at_arms_maintenance = -0.1
		monthly_county_control_growth_factor = 0.1
		same_faith_opinion = 5
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Great Mosque of Mecca
##########

holy_site_great_mosque_of_mecca_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_great_mosque_of_mecca.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_building_trigger
			barony = {
				is_holy_site_of = scope:holder.faith
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 1
		monthly_dynasty_prestige_mult = 0.05
		men_at_arms_maintenance = -0.1
		monthly_county_control_growth_factor = 0.1
		same_faith_opinion = 5
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.35
		development_growth = 0.5
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Great Mosque of Cordoba
##########

holy_site_great_mosque_of_cordoba_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	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 = {
			text = holy_site_muslim_christian_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		different_culture_opinion = 5
		character_capital_county_monthly_development_growth_add = 0.2
		monthly_piety = 0.5
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.15
		levy_size = 0.15
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Great Mosque of Djenne
##########

holy_site_great_mosque_of_djenne_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_great_mosque_of_cordoba.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		build_gold_cost = -0.15
		monthly_piety = 1
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.15
		levy_size = 0.15
		development_growth_factor = 0.2
		development_growth = 0.3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Great Mosque of Samarra
##########

holy_site_great_mosque_of_samarra_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

	asset = {
		type = pdxmesh
		name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_great_mosque_of_samarra.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		build_gold_cost = -0.1
		build_speed = -0.1
		monthly_piety = 0.3
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Cologne Cathedral
##########

holy_site_cologne_cathedral_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	
	asset = {
		type = pdxmesh
		name = "cp6_building_special_grand_cathedral_mesh"
		requires_dlc_flag = holy_buildings
	}
	
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cologne_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			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 = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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_gain_mult = 0.15
		monthly_dynasty_prestige_mult = 0.05
		monthly_piety_gain_per_knight_add = 0.1
		knight_effectiveness_mult = 0.2
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}

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

holy_site_canterbury_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
	
	asset = {
		type = pdxmesh
		name = "ep2_building_special_canterbury_01_mesh"
	}

	type_icon = "icon_structure_canterbury_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			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 = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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 = 0.25
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.05
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.1
		development_growth = 0.1
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

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 = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			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 = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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 = 0.5
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.1
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.2
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 5
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

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 = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			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 = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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 = 1
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.25
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.3
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.30
		development_growth = 0.3
		county_opinion_add = 5
	}
	
	province_modifier = {
		monthly_income = 6
	}

	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
	flag = holy_building
	flag = religious_studies_location
}


##########
# Prophetic Mosque
##########

holy_site_prophetic_mosque_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_cathedral_muslim.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				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 = 0.5
		county_opinion_add = 5
		holy_order_hire_cost_mult = -0.15
		knight_effectiveness_mult = 0.2
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.75
		development_growth = 0.3
		supply_limit_mult = 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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Doge's Palace
##########

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_administrative
				}
			}
		}
	}
	
	cost_gold = 1000
	
	county_modifier = {
		development_growth_factor = 0.3
		development_growth = 0.5
		hostile_raid_time = 0.5
	}
	
	province_modifier = {
		garrison_size = 1
		fort_level = 3
		levy_size = 1
		monthly_income = 5
		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
}

##########
# Walls of Genoa
##########

walls_of_genoa_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_walls_of_genoa.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000
	
	county_modifier = {
		defender_holding_advantage = 5
		development_growth_factor = 0.1
		development_growth = 0.3
		hostile_raid_time = 0.5
	}
	
	province_modifier = {
		garrison_size = 0.25
		fort_level = 2
		monthly_income = 3
		travel_danger = -20
	}
	
	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
}

##########
# Visby Ringmur
##########

visby_ringmur_01 = {
	construction_time = very_slow_construction_time

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

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	cost_gold = 500
	
	county_modifier = {
		defender_holding_advantage = 5
		development_growth_factor = 0.15
		development_growth = 0.3
		tax_mult = 0.15
		county_opinion_add = 5
		hostile_raid_time = 0.5
		travel_danger = -20
	}
	
	province_modifier = {
		garrison_size = 0.25
		fort_level = 1
	}
	
	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
}

##########
# Walls of Benin
##########

walls_of_benin_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_walls_of_benin.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000
	
	county_modifier = {
		levy_size = 0.5
		defender_holding_advantage = 5
		development_growth_factor = 0.75
		development_growth = 0.3
		tax_mult = 0.2
		hostile_raid_time = 0.5
	}
	
	province_modifier = {
		garrison_size = 0.5
		fort_level = 2
		travel_danger = -20
	}
	
	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
}

##########
# Theodosian Walls
##########

theodosian_walls_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_theodosian_walls.dds"
	
	can_construct_potential = {
		barony ?= title:b_constantinople
		building_requirement_tribal = no
	}
	
	cost_gold = 3000
	
	max_garrison = 1000
	duchy_capital_county_modifier = {
		levy_size = 0.15
		tax_mult = 0.15
	}
	province_modifier = {
		monthly_income = 10
		fort_level = 5
		garrison_size = 1
		travel_danger = -20
	}
	county_modifier = {
		development_growth = 0.4
		development_growth_factor = 0.2
		levy_size = 0.3
		tax_mult = 0.3
		hostile_raid_time = 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 = duchy_capital
	flag = duchy_building
}

##########
# Aurelian Walls
##########

aurelian_walls_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_aurelian_walls.dds"
	
	can_construct_potential = {
		barony ?= title:b_roma
		building_requirement_tribal = no
	}
	
	cost_gold = 3000
	
	max_garrison = 500
	
	duchy_capital_county_modifier = {
		levy_size = 0.15
		tax_mult = 0.15
	}
	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.1
		hostile_raid_time = 0.5
	}
	province_modifier = {
		fort_level = 3
		garrison_size = 0.5
		travel_danger = -20
	}
	
	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 = duchy_capital
	flag = duchy_building
}

##########
# The Colosseum
##########

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
}

##########
# Iron Pillar of Delhi
##########

iron_pillar_of_delhi_01 = {
	construction_time = very_slow_construction_time

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

	character_modifier = {
		monthly_prestige_gain_mult = 0.05
		army_maintenance_mult = -0.05
		heavy_infantry_toughness_mult = 0.1
		heavy_cavalry_toughness_mult = 0.1
		monthly_dynasty_prestige_mult = 0.05
	}
	county_modifier = {
		development_growth = 0.2
		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_wonder
}



##########
# Iron Pillar of Dhar
##########

iron_pillar_of_dhar_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_iron_pillar_of_dhar.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2000

	character_modifier = {
		advantage = 5
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		development_growth = 0.2
		levy_size = 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_economic
}

##########
# The Pyramids
##########

the_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
	}
	
	cost_gold = 3000

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		short_reign_duration_mult = -0.2
	}
	county_modifier = {
		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_wonder
}

##########
# 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
}

##########
# Offa's Dyke
##########

offas_dyke_01 = { # For Matt Frary

	construction_time = very_slow_construction_time

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

	province_modifier = {
		defender_holding_advantage = 5
		stationed_maa_toughness_mult = 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_martial_minor
}

##########
# 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 = -0.1
	}
	
	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_minor
}

##########
# Petra
##########

petra_01 = {
	asset = {
		type = pdxmesh
		name = "building_special_petra_mesh"
	}

	construction_time = very_slow_construction_time

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

	county_modifier = {
		tax_mult = 0.1
		supply_limit_mult = 0.25
		development_growth = 0.2
		development_growth_factor = 0.15
	}
	
	province_modifier = {
		monthly_income = good_building_tax_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
}

##########
# Buddhas of Bamian
##########

buddhas_of_bamian_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	cost_gold = 3000

	character_modifier = {
		monthly_piety_gain_mult = 0.1
		diplomacy_per_piety_level = 1
	}
	county_modifier = {
		tax_mult = 0.1
		development_growth = 0.3
		development_growth_factor = 0.75
	}

	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
	flag = holy_building
}

##########
# Alhambra
##########

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
	}
	
	cost_gold = 3000

	max_garrison = good_building_max_garrison_tier_1
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_1
		fort_level = good_building_fort_level_tier_1
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
		travel_danger = -10
	}
	
	next_building = alhambra_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
}

alhambra_02 = {
	
	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
	}
	max_garrison = good_building_max_garrison_tier_3
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_3
		monthly_income = 2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -20
	}
	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.25
		monthly_county_control_growth_add = 1
	}
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Citadel of Aleppo
##########

citadel_of_aleppo_01 = {
	construction_time = very_slow_construction_time
	effect_desc = feast_cost_discount_max_desc

	type_icon = "icon_structure_the_citadel_of_aleppo.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 3000
	
	character_modifier = {
		monthly_prestige = 0.1
	}
	
	max_garrison = good_building_max_garrison_tier_1
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_1
		fort_level = good_building_fort_level_tier_1
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
		travel_danger = -10
	}
	
	next_building = citadel_of_aleppo_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
}

citadel_of_aleppo_02 = {
	construction_time = very_slow_construction_time
	effect_desc = feast_cost_discount_max_desc

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

	character_modifier = {
		monthly_prestige = 0.3
		prowess_per_piety_level = 2
	}
	max_garrison = good_building_max_garrison_tier_3
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_3
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -20
	}
	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.15
	}
	
	ai_value = {
		base = 8
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# House of Wisdom
##########

house_of_wisdom_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_house_of_wisdom_01_a_mesh"
	}

	construction_time = very_slow_construction_time

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

	character_modifier = {
		learning_per_prestige_level = 1
		monthly_lifestyle_xp_gain_mult = 0.15
		different_culture_opinion = 10
		cultural_head_fascination_mult = 0.10
		faith_creation_piety_cost_mult = -0.2
		monthly_dynasty_prestige_mult = 0.05
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth = 0.3
		development_growth_factor = 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
}

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

the_tower_of_london_01 = {

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

	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = roads_to_power }
			desc = tower_of_london_pacification_effect
		}
	}

	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_battlements
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		dread_gain_mult = 0.3
	}
	max_garrison = good_building_max_garrison_tier_3
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_3
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -20
	}
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.1
		tax_mult = 0.05
	}
	
	ai_value = {
		base = 8
		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
}

##########
# London Bridge
##########

london_bridge_01 = {

	construction_time = very_slow_construction_time

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

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_development_03
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		cultural_head_fascination_mult = 0.10
		parochial_opinion = 5
		legitimacy_gain_mult = 0.1
	}
	province_modifier = {
		travel_danger = -30
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.15
		tax_mult = 0.1
		county_opinion_add = 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_learning
}


##########
# Notre Dame
##########

notre_dame_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}
	asset = {
		type = pdxmesh
		name = "building_special_notre_dame_mesh"
	}

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_notre_dame.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 1
		stewardship_per_piety_level = 1
		monthly_dynasty_prestige_mult = 0.05
	}
	county_modifier = {
		county_opinion_add = 5
		tax_mult = 0.2
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Brihadeeswarar Temple
##########

brihadeeswarar_temple_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_brihadeeswarar_temple.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		same_faith_opinion = 5
		stewardship_per_piety_level = 1
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Shwedagon Pagoda
##########

shwedagon_pagoda_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_shwedagon_pagoda.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
	}
	
	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.5
		clergy_opinion = 5
		tyranny_gain_mult = -0.1
		monthly_dynasty_prestige_mult = 0.05
	}
	province_modifier = {
		monthly_income = 2
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Ananda Temple
##########

ananda_temple_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_shwedagon_pagoda.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
	}
	
	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		learning = 2
		monthly_piety_gain_mult = 0.05
		county_opinion_add = 5
		monthly_county_control_growth_factor = 0.1
		monthly_dynasty_prestige_mult = 0.05
	}
	province_modifier = {
		monthly_income = 3
	}
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# The Friday Mosque
##########

the_friday_mosque_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_the_friday_mosque.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder } 
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder } 
				zoroastrian_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		piety_level_impact_mult = 0.5
		monthly_dynasty_prestige_mult = 0.05
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.25
		development_growth = 0.3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Khajuraho
##########

khajuraho_01 = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_khajuraho_temples.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
	}
	
	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		different_faith_opinion = 10
		faith_conversion_piety_cost_mult = -0.2
		monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05
	}
	province_modifier = {
		monthly_income = 1.5
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Palace of Aachen
##########

palace_of_aachen_01 = {
	effect_desc = palace_of_aachen_effect_desc

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_palace_of_achen.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		powerful_vassal_opinion = 5
		clergy_opinion = 5
		monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1
		tyranny_gain_mult = -0.2
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		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_diplomatic
}

##########
# Hagia Sophia
##########

hagia_sophia_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

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

	type_icon = "icon_structure_hagia_sophia.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		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_gain_per_knight_add = 0.1
		intrigue_per_prestige_level = 2
		learning = 2
		knight_limit = 2
		knight_effectiveness_mult = 0.2
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		development_growth_factor = 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
		}
	}
	
	next_building = hagia_sophia_02
	
	type = special

	flag = travel_point_of_interest_religious
	flag = holy_building
	flag = religious_studies_location
}

hagia_sophia_02 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = legends_of_the_dead }
			desc = building_funeral_effect_desc
		}
	}

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

	construction_time = very_slow_construction_time

	type_icon = "icon_structure_hagia_sophia.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000
	cost_piety = 1000

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		intrigue_per_prestige_level = 2
		learning = 2
		knight_limit = 2
		knight_effectiveness_mult = 0.2
		monthly_dynasty_prestige_mult = 0.05
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_religious
	flag = holy_building
	flag = religious_studies_location
}

##########
# Dome of the Rock / Temple in Jerusalem
##########

dome_of_the_rock_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_dome_of_the_rock.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_building_trigger
			barony = {
				is_holy_site_of = scope:holder.faith
			}
		}
		NOT = { 
			judaism_or_syncretic_with_judaism_trigger = { CHARACTER = scope:holder }
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety_gain_per_knight_mult = 0.03
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.1
		martial_per_piety_level = 1
		knight_effectiveness_mult = 0.2
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
		}
	}
	
	next_building = temple_in_jerusalem_01
	
	type = special

	flag = travel_point_of_interest_religious
	flag = holy_building
}

temple_in_jerusalem_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_temple_in_jerusalem.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		custom_description = {
			text = holy_site_building_trigger
			barony = {
				is_holy_site_of = scope:holder.faith
			}
		}
		judaism_or_syncretic_with_judaism_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_jewish_or_holy_site_trigger
			OR = {
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
				judaism_or_syncretic_with_judaism_trigger = { CHARACTER = scope:holder }
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000
	cost_piety = 1000

	character_modifier = {
		monthly_piety_gain_per_knight_mult = 0.03
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.1
		martial_per_piety_level = 1
		learning_per_prestige_level = 1
		knight_effectiveness_mult = 0.2
		same_faith_opinion = 5
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.3
		development_growth = 0.3
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Hall of Heroes
##########

hall_of_heroes_01 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = tournament_activity_cost_max_discount_effect_desc
		}
	}

	type_icon = "icon_building_hall_of_heroes.dds"
	
	levy = 150
	max_garrison = 75
	cost_gold = 0
	construction_time = 0

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		prowess = 1
		knight_effectiveness_mult = 0.05
	}

	is_enabled = {
		building_hall_of_heroes_requirement = yes
	}
	
	next_building = hall_of_heroes_02

	ai_value = {
		base = 100
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

hall_of_heroes_02 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = tournament_activity_cost_max_discount_effect_desc
		}
	}
	type_icon = "icon_building_hall_of_heroes.dds"
	
	levy = 265
	max_garrison = 110
	cost_gold = 225
	construction_time = 500

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		prowess = 1
		knight_effectiveness_mult = 0.1
	}

	is_enabled = {
		building_hall_of_heroes_requirement = yes
	}

	
	next_building = hall_of_heroes_03

	ai_value = {
		base = 100
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

hall_of_heroes_03 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = tournament_activity_cost_max_discount_effect_desc
		}
	}
	type_icon = "icon_building_hall_of_heroes.dds"
	
	levy = 375
	max_garrison = 150
	cost_gold = 300
	construction_time = 500

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		prowess = 2
		knight_effectiveness_mult = 0.15
	}

	is_enabled = {
		building_hall_of_heroes_requirement = yes
	}

	
	next_building = hall_of_heroes_04

	ai_value = {
		base = 100
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

hall_of_heroes_04 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = tournament_activity_cost_max_discount_effect_desc
		}
	}
	type_icon = "icon_building_hall_of_heroes.dds"
	
	levy = 500
	max_garrison = 225
	cost_gold = 375
	construction_time = 500

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		prowess = 2
		knight_effectiveness_mult = 0.2
	}

	is_enabled = {
		building_hall_of_heroes_requirement = yes
	}

	
	next_building = hall_of_heroes_05

	ai_value = {
		base = 100
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

hall_of_heroes_05 = {
	effect_desc = {
		triggered_desc = {
			trigger = { has_dlc_feature = tours_and_tournaments }
			desc = tournament_activity_cost_max_discount_effect_desc
		}
	}
	type_icon = "icon_building_hall_of_heroes.dds"
	
	levy = 700
	max_garrison = 260
	cost_gold = 450
	construction_time = 500

	character_modifier = {
		monthly_piety_gain_per_knight_add = 0.1
		prowess = 3
		knight_effectiveness_mult = 0.25
	}

	is_enabled = {
		building_hall_of_heroes_requirement = yes
	}

	
	ai_value = {
		base = 100
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Universities
##########

generic_university = {
	construction_time = very_slow_construction_time
	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
	}

	type_icon = "icon_building_university.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >= 30
		}
	}
	
	show_disabled = yes
	
	on_complete = {
		county.holder = {
			save_scope_as = founder

			found_university_decision_event_effect = yes

			every_player = {
				limit = {
					this != scope:founder
					is_within_diplo_range = { CHARACTER = scope:founder }
				}
				trigger_event = major_decisions.2002
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		learning_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 = 0.1
		development_growth = 0.1
	}
	
	ai_value = {
		base = 8
		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
}

al_azhar_university = {
	construction_time = very_slow_construction_time
	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
	}

	type_icon = "icon_structure_al-azhar_university.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		learning_per_prestige_level = 1
		diplomacy_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
}

sankore_university = {
	construction_time = very_slow_construction_time
	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
	}
	
	asset = {
		type = pdxmesh
		name = "cp6_building_special_sankore_university_mesh"
		requires_dlc_flag = holy_buildings
	}

	type_icon = "icon_structure_the_university_of_sankore.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		learning_per_prestige_level = 1
		martial_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
}

siena_university = {
	construction_time = very_slow_construction_time
	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
	}

	type_icon = "icon_structure_university_of_siena.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
	}
	
	show_disabled = yes
	
	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
}

nalanda_university = {
	construction_time = very_slow_construction_time
	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
	}

	type_icon = "icon_structure_nalanda.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
	}
	
	show_disabled = yes
	
	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_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
}

########
#Sicilian_parliament
########

special_sicilian_parliament_01 = {
	construction_time = very_slow_construction_time
	
	is_enabled = {
		is_county_capital = yes
		has_variable = variable_sicilian_parliament_county
	}

	cost_gold = 1500
	
	province_modifier = {
		monthly_income = 1
	}
	county_modifier = {
		development_growth_factor = 0.25
		monthly_county_control_growth_add = 1
		county_opinion_add = 25
	}
	character_modifier = {
		monthly_prestige = 0.75
	}

	type_icon = "icon_building_generic_house.dds"
	
	ai_value = {
		base = 100
		modifier = {
			factor = 0
			scope:holder = {
				government_has_flag = government_is_theocracy
			}
		}
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = special

	flag = travel_point_of_interest_diplomatic
}

########
#Greenhouse
########

special_greenhouse_01 = {
	construction_time = very_slow_construction_time
	
	is_enabled = {
		has_variable = variable_greenhouse
	}
	
	province_modifier = {
		monthly_income = 1
	}

	county_modifier = {
		development_growth_factor = 0.25
		county_opinion_add = 25
	}
	character_modifier = {
		health = 0.25
		monthly_prestige = 1
	}

	type_icon = "icon_building_generic_house.dds"
	
	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
}

##########
# Hotin Fortress (AKA: Khotyn Fortress)
##########

hotin_fort_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_hotin_fortress.dds"
	
	can_construct_potential = {
	}
	
	cost_gold = 400
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
	}
	max_garrison = good_building_max_garrison_tier_1
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_2
		fort_level = good_building_fort_level_tier_1
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
		travel_danger = -10
	}
	
	next_building = hotin_fort_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
}

hotin_fort_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_hotin_fortress.dds"
	
	can_construct_potential = {
	}
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	cost_gold = 800
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		martial_per_prestige_level = 1
	}
	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -20
	}
	county_modifier = {
		tax_mult = 0.05
		monthly_county_control_growth_add = 0.5
	}
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial
}

##########
# Golden Gate of Kiev
##########

golden_gate_of_kiev_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_golden_gate_of_kiev.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_prestige_gain_mult = 0.1
		monthly_piety_gain_mult = 0.1
	}
	max_garrison = good_building_max_garrison_tier_1
	province_modifier = {
		fort_level = good_building_fort_level_tier_1
		defender_holding_advantage = normal_building_advantage_tier_1
		travel_danger = -20
	}
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.1
		tax_mult = 0.1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_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_wonder
}

##########
# Heddal Stave Church
##########

heddal_stave_church_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_cathedral_pagan.dds"
	
	can_construct_potential = {
	}
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_city_planning
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety_gain_mult = 0.1
		monthly_dynasty_prestige_mult = 0.05
		knight_effectiveness_mult = 0.2
		knight_limit = 1
	}
	province_modifier = {
		monthly_income = 1
	}
	county_modifier = {
		tax_mult = 0.1
		levy_size = 0.1
		county_opinion_add = 10
	}

	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
	flag = holy_building
}

##########
# Temple of Uppsala
##########

temple_of_uppsala_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_temple_of_uppsala.dds"
	
	can_construct_potential = {
	}
	
	can_construct = {
		OR = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
		scope:holder = {
			culture = {
				has_innovation = innovation_city_planning
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_christian_or_holy_site_trigger
			OR = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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
		men_at_arms_maintenance = -0.1
		knight_effectiveness_mult = 0.15
	}
	province_modifier = {
		monthly_income = 1
	}
	county_modifier = {
		tax_mult = 0.1
		levy_size = 0.1
		development_growth_factor = 0.2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	next_building = temple_of_uppsala_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
	flag = holy_building
	flag = religious_studies_location
}

temple_of_uppsala_02 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_cologne_cathedral.dds"
	
	asset = {
		type = pdxmesh
		name = "cp6_building_special_grand_cathedral_mesh"
		requires_dlc_flag = holy_buildings
	}
	
	can_construct_potential = {
	}
	
	can_construct = {
		OR = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			custom_description = {
				text = holy_site_building_trigger
				barony = {
					is_holy_site_of = scope:holder.faith
				}
			}
		}
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_christian_or_holy_site_trigger
			OR = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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
		monthly_prestige_gain_per_knight_mult = 0.02
		men_at_arms_maintenance = -0.1
		knight_effectiveness_mult = 0.2
	}
	province_modifier = {
		monthly_income = 2
	}
	county_modifier = {
		tax_mult = 0.15
		levy_size = 0.15
		development_growth_factor = 0.25
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 8
		ai_pious_building_preference_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_religious
	flag = holy_building
	flag = religious_studies_location
}

##########
# Lund Cathedral
##########

lund_cathedral_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_lund_cathedral.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		OR = {
			christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
			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 = {
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety = 0.3
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.1
	}
	province_modifier = {
		monthly_income = 2
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Danevirke
##########

danevirke_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_building_palisades.dds"
	
	can_construct_potential = {
	}
	
	cost_gold = 300
	
	province_modifier = {
		defender_holding_advantage = 5
		stationed_maa_toughness_mult = 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_martial_minor
}

##########
# Roman Walls of Lugo 
##########

roman_wall_of_lugo_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "lugo_walls.dds" 
	
	can_construct_potential = {
	}
	
	cost_gold = 300

	county_holder_character_modifier = {
		learning = 1
		monthly_dynasty_prestige_mult = 0.05
	}

	province_modifier = {
		monthly_income = 1
		garrison_size = 0.1
		fort_level = 1
		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
}

##########
# Rock of Gibraltar  
##########

rock_of_gibraltar_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
		diplomatic_range_mult = 0.2
	}

	province_modifier = {
		fort_level = 1
		defender_holding_advantage = normal_building_advantage_tier_1
	}

	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
}

##########
# Aljaferia Palace  
##########

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
	}
	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -20
	}
	county_modifier = {
		tax_mult = 0.05
		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_martial
}

##########
# Tower of Hercules  
##########

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
}

##########
# City Walls of Toledo 
##########

city_wall_of_toledo_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp2_building_special_toledo_city_walls_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "toledo.dds" 
	
	can_construct_potential = {
	}
	
	cost_gold = 1000

	county_modifier = {
		defender_holding_advantage = 5
		development_growth_factor = 0.1
		development_growth = 0.3
		tax_mult = 0.1
		hostile_raid_time = 0.5
	}
	
	province_modifier = {
		garrison_size = 0.25
		fort_level = 2
		travel_danger = -20
	}

	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
}

##########
# Alcazar de Segovia  
##########

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
	}
	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
		travel_danger = -20
	}
	county_modifier = {
		tax_mult = 0.05
		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_martial
}

##########
# The Santiago de Compostela Archcathedral Basilica 
##########

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 = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
				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
	}

	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Sancutary of Imam Reza
##########

imam_reza_shrine_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp3_building_special_imam_reza_shrine_01_a_mesh"
		soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" }
		
	}

	construction_time = very_slow_construction_time

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

	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				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 = 0.2
		learning_per_piety_level = 1
		imami_opinion = 10
		advantage_against_coreligionists = 5
		monthly_dynasty_prestige_mult = 0.05
	}


	province_modifier = {
		monthly_income = 2
	}
	
	county_modifier = {
		tax_mult = 0.15
		development_growth_factor = 0.55
	}

	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 # religious tomb/complex
	flag = holy_building
	flag = religious_studies_location
}

##########
# Dome of Soltaniyeh
##########

soltaniyeh_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp3_building_special_soltaniyeh_01_a_mesh"
		soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" }	
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_soltaniyeh.dds" 

	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	can_construct = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_03
			}
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety_gain_per_knight_mult = 0.03
		monthly_dynasty_prestige_mult = 0.05
		clan_government_opinion_same_faith = 5
		cultural_head_fascination_mult = 0.1
	}

	county_modifier = {
		development_growth_factor = 0.1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

	ai_value = {
		base = 100
		ai_pious_building_preference_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_wonder # monumental tomb
	flag = holy_building
}

##########
# Ruins of the Palace of Ctesiphon
##########

palace_of_ctesiphon_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_palace_of_ctesiphon.dds" 
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 3000 

	character_modifier = {
		zoroastrianism_religion_opinion = 5
	}

	county_holder_character_modifier = {
		learning = 1
	}
	
	county_modifier = {
		build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon
	}
	
	next_building = palace_of_ctesiphon_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_learning # ancient ruin
}

palace_of_ctesiphon_02 = {
	
	asset = {
		type = pdxmesh
		name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_palace_of_ctesiphon.dds" 

	can_construct = {
		scope:holder = {
			AND = {
				OR = {
					zoroastrian_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
					faith = faith:manichean
					faith = faith:nestorian
					faith = faith:hellenic_pagan
				}
				highest_held_title_tier >= tier_kingdom
				top_liege = this
			}
		}
	}

	show_disabled = yes
	
	cost_gold = 2000

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2
		diplomacy_per_piety_level = 1
		title_creation_cost_mult = -0.25
		persian_opinion = 5
		zoroastrianism_religion_opinion = 5
	}

	county_modifier = {
		build_prestige_cost = -0.2
		build_gold_cost = -0.2
	}
	
	province_modifier = {
		monthly_income = 2
	}
	
	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_learning # ancient ruin
}

##########
# Falak-ol-Aflak
##########

falak_ol_aflak_citadel_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_falak_ol_aflak_citadel.dds" 

	can_construct_showing_failures_only = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		desert_mountains_attrition_mult = -0.5
	}
	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2
	}
	county_modifier = {
		tax_mult = 0.05
		monthly_county_control_growth_add = 0.5
		county_opinion_add = 10
	}
	
	ai_value = {
		base = 100
		culture_likely_to_fortify_modifier = yes
	}
	
	type = special

	flag = travel_point_of_interest_martial # fortress
}

##########
# Minarets of Jam
##########

minarets_and_remains_of_jam_01 = {
	
	asset = {
		type = pdxmesh
		name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh"
		soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" }	
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_minaret_and_remains_of_jam.dds" 

	can_construct = {
		islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		custom_description = {
			text = holy_site_muslim_or_holy_site_trigger
			OR = {
				islam_or_syncretic_with_islam_trigger = { CHARACTER = scope:holder }
				custom_description = {
					text = holy_site_building_trigger
					barony = {
						is_holy_site_of = scope:holder.faith
					}
				}
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_piety_gain_per_knight_add = 0.1
		stewardship_per_prestige_level = 1
		clan_government_opinion_same_faith = 5
	}

	county_modifier = {
		tax_mult = 0.05
		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 # religious monument
	flag = holy_building
}

##########
# Great Wall of Gorgan
##########

great_wall_of_gorgan_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_great_wall_of_gorgan.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000
	
	province_modifier = {
		build_gold_cost = -0.1
		fort_level = 1
		garrison_size = 0.25
		hostile_raid_time = 0.25
	}
	
	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 # wall
}

##########
# Lake Maharloo
##########

maharloo_lake_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_maharloo_lake_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_maharloo_lake.dds" 
	
	can_construct_potential = {
	}
	
	cost_gold = 300
	
	character_modifier = {
		learning = 1 
		stress_loss_mult = 0.1
	}

	county_modifier = {
		county_opinion_add = 5
		development_growth = 0.1
		development_growth_factor = 0.6
	}
	
	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
}

##########
# Rainbow Mountains
##########

rainbow_mountains_01 = {
	effect_desc = hunting_grounds_desc

	asset = {
		type = pdxmesh
		name = "fp3_building_special_rainbow_mountains_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_ala_daghlar_mountains.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000

	county_holder_character_modifier = {
		diplomacy = 1
	}
	
	county_modifier = {
		development_growth_factor = 0.2
		tax_mult = 0.1
	}
	
	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_natural_feature # mountain
	flag = is_mountain
}

##########
# Mount Damavand
##########

mount_damavand_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_mount_damavand_01_a_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_mount_damavand.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		stress_loss_mult = 0.1
		mountains_travel_danger = -10
	}

	county_holder_character_modifier = {
	}
	
	county_modifier = {
		mountains_levy_size = 0.5
		travel_danger = -30
		development_growth_factor = 0.3
	}
	
	province_modifier = {
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
	}
	
	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_natural_feature # mountain
	flag = is_mountain
}

##########
# Tomb of Batsheba
##########

tomb_of_cyrus_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 = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	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 # religious tomb
}

##########
# Ark of Bukhara
##########

ark_of_bukhara_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_ark_of_bukhara_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_ark_of_bukhara.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		drylands_attrition_mult = -0.25
	}

	max_garrison = good_building_max_garrison_tier_2
	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}
	county_modifier = {
		development_growth_factor = 0.1
		development_growth = 0.1
		hostile_raid_time = 0.25
	}
	
	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 # fortress
}

##########
# Shah-i-Zinda
##########

shah_i_zinda_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shah_i_zindah.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_development_01
		}
	}
	
	cost_gold = 400

	character_modifier = {
		monthly_piety = 0.1
		learning_per_stress_level = 1
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.5
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t2_effect = yes
	}

	ai_value = {
		base = 100
		ai_pious_building_preference_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 = shah_i_zinda_02
	
	type = special

	flag = travel_point_of_interest_religious # religious tomb
}

shah_i_zinda_02 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_ruins_of_ctesiphon.dds" 
	
	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_hoardings 
		}
	}
	
	cost_gold = 800

	character_modifier = {
		monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
		clan_government_opinion_same_faith = 5
		learning_per_stress_level = 1
	}

	county_modifier = {
		monthly_county_control_growth_add = 0.5
		development_growth_factor = 0.1
		development_growth = 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
		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 # religious tomb
}

##########
# Alamut Castle
##########

alamut_castle_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_alamut_castle_01_a_mesh"
	}

	construction_time = slow_construction_time
	
	type_icon = "icon_structure_alamut_castle.dds"
	
	can_construct_potential = {
	}
	
	cost_gold = 400

	province_modifier = {
		travel_danger = -30
		hostile_raid_time = 2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		fort_level = good_building_fort_level_tier_3
	}

	county_modifier = {
		defender_holding_advantage = 2
		monthly_county_control_growth_add = 0.5
	}
	
	character_modifier = {
		monthly_county_control_growth_factor = 0.2
		monthly_piety = 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
		culture_likely_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for special buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = alamut_castle_02
	
	type = special

	flag = travel_point_of_interest_martial # fortress
}

alamut_castle_02 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_alamut_castle_01_a_mesh"
	}
	
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_hotin_fortress.dds"
	
	can_construct = {
		scope:holder = {
			employs_court_position = master_assassin_court_position 
		}
	}
	
	cost_gold = 600
	cost_piety = 400

	character_modifier = {
		max_hostile_schemes_add = 1
		monthly_piety = 0.5
		learning = 1
		monthly_county_control_growth_factor = 0.2
	}

	province_modifier = {
		travel_danger = -50
		hostile_raid_time = 3
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
		fort_level = good_building_fort_level_tier_4
	}

	county_modifier = {
		defender_holding_advantage = 4
		monthly_county_control_growth_add = 1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_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 # fortress
}

assassin_castle_01 = {

	asset = {
		type = pdxmesh
		name = "fp3_building_special_alamut_castle_01_a_mesh"
	}
	
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_hotin_fortress.dds"

	cost_gold = 600
	cost_piety = 400

	character_modifier = {
		max_hostile_schemes_add = 1
		monthly_piety = 0.5
		learning = 1
		monthly_county_control_growth_factor = 0.2
	}

	province_modifier = {
		travel_danger = -50
		hostile_raid_time = 3
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
		fort_level = good_building_fort_level_tier_4
	}

	county_modifier = {
		defender_holding_advantage = 4
		monthly_county_control_growth_add = 1
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_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 # fortress
}
##################
# Event Tower of Silence (typically a duchy building, this is a special for FP3 events)
##################
event_tower_of_silence_01 = {

	construction_time = very_slow_construction_time

	type_icon = "icon_building_tower_of_silence.dds"

	can_construct_potential = {
		always = no
	}

	cost_gold = expensive_building_tier_3_cost

	county_modifier = {
		county_opinion_add = 5
		development_growth_factor = 0.10
	}

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

	type = special

	flag = travel_point_of_interest_religious # funeral site
}

############ EP3 ###############

##########
# Church of the Theotokos
##########
church_of_the_theotokos = {

	asset = {
		type = pdxmesh
		name = "ep3_monument_parthenon_01_b_mesh"
	}
	type_icon = "icon_structure_parthenon_theotokos.dds"

	construction_time = slow_construction_time
	cost_gold = 1000 

	can_construct = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.3
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	province_modifier = {
		travel_danger = -10
		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

	next_building = parthenon

	flag = travel_point_of_interest_religious
	flag = holy_building
}

parthenon = {

	asset = {
		type = pdxmesh
		name = "ep3_monument_parthenon_01_a_mesh"
	}
	type_icon = "icon_structure_parthenon.dds"

	construction_time = slow_construction_time
	cost_gold = 1000 

	can_construct = {
		scope:holder.faith.religion = faith:hellenic_pagan.religion
	}
	
	is_enabled = {
		scope:holder.faith.religion = faith:hellenic_pagan.religion
		custom_description = {
			text = holy_site_building_trigger
			barony = {
				is_holy_site_of = scope:holder.faith
			}
		}
	}
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.3
		monthly_dynasty_prestige_mult = 0.05
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	province_modifier = {
		travel_danger = -10
		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
}

##########
# Hagios Demetrios
##########
hagios_demetrios = {
	asset = {
		type = pdxmesh
		name = ep3_hagios_demetrios_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_hagios_demetrios.dds"

	cost_gold = 1000

	can_construct = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.2
		monthly_county_control_growth_factor = 0.05
		same_faith_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.1
		county_opinion_add = 5
	}

	province_modifier = {
		monthly_income = 0.5
	}

	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
	flag = holy_building
}

##########
# Kassiopi Castle
##########
kassiopi_castle = {
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_kassiopi_castle.dds"

	cost_gold = 1000

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder = {
			culture = {
				has_innovation = innovation_battlements
			}
		}
	}

	character_modifier = {
		monthly_influence = 0.1
		monthly_influence_mult = 0.05
	}
	
	county_modifier = {
		hostile_raid_time = 0.5
		travel_danger = -20
		development_growth_factor = 0.2
		levy_size = 0.3
	}

	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		garrison_size = 0.2
	}
	
	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
}

##########
# Church of St. Lazarus
##########
saint_lazarus = {
	asset = {
		type = pdxmesh
		name = ep3_church_saint_lazarus_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_saint_lazarus.dds"

	cost_gold = 750

	can_construct = {

	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.3
		monthly_county_control_growth_factor = 0.05
		same_faith_opinion = 5
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		development_growth = 0.2
		county_opinion_add = 5
	}

	province_modifier = {
		monthly_income = 0.4
	}

	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
	flag = holy_building
}

##########
# Sumela Monastery
##########
sumela_monastery_01 = {
	asset = {
		type = pdxmesh
		name = ep3_sumela_monastery_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_sumela_monastery.dds"

	cost_gold = 1000

	can_construct = {

	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.3
		monthly_county_control_growth_factor = 0.05
		same_faith_opinion = 5
		clergy_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.1
		development_growth_factor = 0.1
		county_opinion_add = 5
		tax_mult = 0.1
	}

	province_modifier = {
		monthly_income = 0.2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

	next_building = sumela_monastery_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
	flag = holy_building
}

sumela_monastery_02 = {
	asset = {
		type = pdxmesh
		name = ep3_sumela_monastery_01_b_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_sumela_monastery.dds"

	cost_gold = 750

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.4
		monthly_county_control_growth_factor = 0.1
		same_faith_opinion = 5
		clergy_opinion = 10
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
		county_opinion_add = 5
		tax_mult = 0.2
	}

	province_modifier = {
		monthly_income = 0.4
	}

	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
	flag = holy_building
}

##########
# Patras Castle
##########
patras_castle = {
	asset = {
		type = pdxmesh
		name = ep3_patras_castle_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_patras_castle.dds"

	cost_gold = 1000

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_influence = 0.1
		monthly_influence_mult = 0.05
	}
	
	county_modifier = {
		hostile_raid_time = 0.75
		travel_danger = -20
		development_growth_factor = 0.1
		levy_size = 0.2
		county_opinion_add = 10
	}

	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_2
		garrison_size = 0.2
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
	}
	
	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
}

##########
# Maiden's Tower
##########
maiden_tower = {
	asset = {
		type = pdxmesh
		name = ep3_maidens_tower_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_maiden_tower.dds"

	cost_gold = 750

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_influence = 0.1
		monthly_influence_mult = 0.05
	}
	
	county_modifier = {
		hostile_raid_time = 1
		travel_danger = -25
		county_opinion_add = 5
		tax_mult = 0.2
	}

	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_4
		fort_level = good_building_fort_level_tier_1
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		monthly_income = 2
	}
	
	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
}

##########
# Despots' Palace at Mystras
##########
despot_palace = {
	asset = {
		type = pdxmesh
		name = ep3_despots_palace_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_despot_palace.dds"

	cost_gold = 1200

	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_primogeniture
			has_cultural_pillar = heritage_byzantine
		}
	}

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		powerful_vassal_opinion = 5
		monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15
		courtly_opinion = 5
		parochial_opinion = 5
		legitimacy_gain_mult = 0.1
		monthly_influence = 0.2
		monthly_influence_mult = 0.3
	}
	
	county_modifier = {
		monthly_county_control_growth_add = 0.5
		county_opinion_add = 20
		tax_mult = 0.3
		development_growth_factor = 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_diplomatic
}

##########
# Meteora
##########
meteora_01 = {
	asset = {
		type = pdxmesh
		name = ep3_meteora_01_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_meteora.dds"

	cost_gold = 500

	can_construct = {

	}
	
	is_enabled = {
		scope:holder.faith = faith:orthodox
	}

	character_modifier = {
		monthly_piety = 0.2
	}
	
	county_modifier = {
		development_growth = 0.1
		development_growth_factor = 0.1
		county_opinion_add = 10
		tax_mult = 0.1
	}

	province_modifier = {
		monthly_income = 0.4
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

	next_building = meteora_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
	flag = holy_building
}

meteora_02 = {
	asset = {
		type = pdxmesh
		name = ep3_meteora_02_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_meteora.dds"

	cost_gold = 1000

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	is_enabled = {
		scope:holder.faith = faith:orthodox
	}

	character_modifier = {
		monthly_piety = 0.3
		monthly_county_control_growth_factor = 0.05
		clergy_opinion = 5
		parochial_opinion = 5
		zealot_opinion = 5
		zealot_tax_contribution_mult = 0.2
		zealot_levy_contribution_mult = 0.2
	}
	
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.1
		county_opinion_add = 10
		tax_mult = 0.2
	}

	province_modifier = {
		monthly_income = 0.5
	}

	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
	flag = holy_building
}

##########
# Mt. Athos
##########
mount_athos_01 = {
	asset = {
		type = pdxmesh
		name = ep3_athos_monasteries_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_mount_athos.dds"

	cost_gold = 300

	can_construct = {

	}
	
	is_enabled = {
		scope:holder.faith = faith:orthodox
	}

	character_modifier = {
		religious_vassal_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.1
		development_growth_factor = 0.1
		tax_mult = 0.1
	}

	province_modifier = {
		monthly_income = 0.1
	}

	next_building = mount_athos_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 = holy_building
}

mount_athos_02 = {
	asset = {
		type = pdxmesh
		name = ep3_athos_monasteries_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_mount_athos.dds"

	cost_gold = 600

	can_construct = {

	}
	
	is_enabled = {
		scope:holder.faith = faith:orthodox
	}

	character_modifier = {
		monthly_piety = 0.2
		religious_vassal_opinion = 10
		zealot_opinion = 5
		clergy_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		county_opinion_add = 5
		tax_mult = 0.2
	}

	province_modifier = {
		monthly_income = 0.3
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}

	next_building = mount_athos_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 = holy_building
}

mount_athos_03 = {
	asset = {
		type = pdxmesh
		name = ep3_athos_monasteries_01_b_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_mount_athos.dds"

	cost_gold = 1000

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	is_enabled = {
		scope:holder.faith = faith:orthodox
	}

	character_modifier = {
		monthly_piety = 0.4
		cultural_head_fascination_mult = 0.10
		faith_creation_piety_cost_mult = -0.2
		religious_vassal_opinion = 10
		zealot_opinion = 10
		clergy_opinion = 10
	}
	
	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.3
		county_opinion_add = 10
		tax_mult = 0.3
	}

	province_modifier = {
		monthly_income = 0.4
	}

	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
	flag = holy_building
}

##########
# Sant'Apollinare Nuovo
##########
apollinare_nuovo = {
	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 = {
		
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	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 = 0.5
	}

	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
	flag = holy_building
}

##########
# Saint Chatherine's Monastery
##########
saint_catherine = {
	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 = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	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 = 0.3
		development_growth_factor = 0.3
		tax_mult = 0.3
	}

	province_modifier = {
		monthly_income = 1
		fort_level = good_building_fort_level_tier_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
	flag = holy_building
}

##########
# Jvari Monastery
##########
jvari_monastery = {
	asset = {
		type = pdxmesh
		name = ep3_jvari_monastery_01_a_mesh
	}
	construction_time = slow_construction_time

	type_icon = "icon_structure_jvari_monastery.dds"

	cost_gold = 700

	can_construct = {
		
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.3
		religious_vassal_opinion = 5
		zealot_opinion = 5
		clergy_opinion = 10
		monthly_county_control_growth_factor = 0.1
	}
	
	county_modifier = {
		development_growth = 0.1
		development_growth_factor = 0.15
		tax_mult = 0.3
		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
	flag = holy_building
}

##########
# Etchmiadzin Cathedral
##########
etchmiadzin_cathedral = {
	asset = {
		type = pdxmesh
		name = ep3_etchmiadzin_cathedral_01_a_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_etchmiadzin_cathedral.dds"

	cost_gold = 1000

	can_construct = {
		
	}
	
	is_enabled = {
		scope:holder.faith = faith:armenian_apostolic
	}

	character_modifier = {
		monthly_piety = 0.4
		religious_vassal_opinion = 10
		zealot_opinion = 10
		clergy_opinion = 10
		monthly_dynasty_prestige_mult = 0.05
		same_faith_opinion = 5
	}
	
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.15
		tax_mult = 0.3
		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
	flag = holy_building
}

##########
# Cattolica di Stilo
##########
cattolica_stilo = {
	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 = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	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 = 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
	flag = holy_building
}

##########
# Hosios Loukas
##########
hosios_loukas = {
	construction_time = slow_construction_time

	type_icon = "icon_structure_hosios_loukas.dds"

	cost_gold = 1000

	can_construct = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.2
		religious_vassal_opinion = 5
		zealot_opinion = 5
		clergy_opinion = 5
		monthly_prestige = 0.3
		monthly_influence = 0.2
		negate_health_penalty_add = 0.05
	}
	
	county_modifier = {
		development_growth = 0.2
		development_growth_factor = 0.2
		tax_mult = 0.4
	}

	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
	flag = holy_building
}

##########
# Church of Saint Sophia, Ohrid
##########
sofia_ohrid = {
	asset = {
		type = pdxmesh
		name = ep3_church_saint_sophia_ohrid_01_a_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_sofia_ohrid.dds"

	cost_gold = 1000

	can_construct = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}
	
	is_enabled = {
		christianity_or_syncretic_with_christianity_trigger = { CHARACTER = scope:holder }
	}

	character_modifier = {
		monthly_piety = 0.3
		religious_vassal_opinion = 5
		zealot_opinion = 5
		clergy_opinion = 10
		monthly_county_control_growth_factor = 0.05
		monthly_dynasty_prestige_mult = 0.05
	}
	
	county_modifier = {
		development_growth = 0.3
		development_growth_factor = 0.3
		tax_mult = 0.2
	}

	province_modifier = {
		monthly_income = 0.5
	}

	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
	flag = holy_building
}

##########
# Fairy Chimneys
##########
fairy_chimneys = {
	asset = {
		type = pdxmesh
		name = ep3_fairy_chimneys_01_a_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_fairy_chimneys.dds"
	
	can_construct_potential = {
		
	}
	
	is_enabled = {
		
	}
	
	cost_gold = 250
	
	county_modifier = {
		development_growth_factor = 0.1
		development_growth = 0.2
		hostile_raid_time = 0.5
		defender_holding_advantage = 5
	}
	
	province_modifier = {
		garrison_size = 0.1
		levy_size = 0.1
		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_economic
}

##########
# Cilician Gates
##########
cilician_gates = {
	asset = {
		type = pdxmesh
		name = ep3_cilician_gates_mesh
	}
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_cilician_gates.dds"
	
	can_construct_potential = {
		
	}
	
	is_enabled = {
		
	}
	
	cost_gold = 500

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		monthly_influence = 0.1
		monthly_influence_mult = 0.1
	}
	
	county_modifier = {
		hostile_raid_time = 1
		defender_holding_advantage = 5
		monthly_county_control_growth_add = 0.5
		fort_level = good_building_fort_level_tier_1
	}
	
	province_modifier = {
		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
}

##########
# Pleasure Dome
##########
pleasure_dome = {
	construction_time = very_slow_construction_time
	effect_desc = pleasure_dome_effect_desc

	type_icon = "icon_pleasure_dome.dds"

	character_modifier = {
		monthly_prestige_gain_mult = 0.15
		owned_hostile_scheme_success_chance_add = 25
		owned_personal_scheme_success_chance_add = 25
		court_grandeur_baseline_add = 12
		monthly_income_from_herd_mult = 0.15
		herd_capacity_mult = 0.25
		herd_conversion = 0.005
	}

	province_modifier = {
		monthly_income = excellent_building_tax_tier_4
	}

	type = special
}

# Burkhan Khaldun
##########

burkhan_khaldun_01 = {
	
	asset = {
		type = pdxmesh
		name = "mpo_building_special_burkhan_khaldun_mesh" 
	}


	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_burkhan_khaldun.dds" 
	
	can_construct_potential = {}
	
	cost_gold = 300
	
	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		clergy_opinion = 5
	}

	province_modifier = {
		fort_level = 2
		defender_holding_advantage = normal_building_advantage_tier_3
	}

	county_modifier = {
		county_opinion_add = 5
		mountains_fertility_growth_mult = 0.25
	}

	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_natural_feature
}

##########
# Swahili Ports
##########

swahili_port_pemba = { 
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000

	character_modifier = {
		naval_movement_speed_mult = 0.25
		embarkation_cost_mult = -0.5
	}
	
	county_modifier = {
		development_growth_factor = 0.1
		development_growth = 0.2
		hostile_raid_time = 0.5
	}
	
	province_modifier = {
		garrison_size = 1
		fort_level = 1
		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_economic
}

swahili_port_zanzibar = { 
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000

	character_modifier = {
		naval_movement_speed_mult = 0.25
		embarkation_cost_mult = -0.5
	}
	
	county_modifier = {
		development_growth_factor = 0.3
		development_growth = 0.5
	}
	
	province_modifier = {
		levy_size = 1
		monthly_income = 4
	}
	
	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
}

swahili_port_mombasa = { 
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000

	character_modifier = {
		naval_movement_speed_mult = 0.25
		embarkation_cost_mult = -0.25
	}
	
	county_modifier = {
		tax_mult = 0.1
		levy_size = 0.1
		defender_holding_advantage = 10
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		garrison_size = 1
		fort_level = 2
		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_economic
}

swahili_port_pate = {	# Early location of Swahili Coast development and site of early mosques
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000

	character_modifier = {
		embarkation_cost_mult = -0.5
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		domain_tax_different_faith_mult = 0.15
	}

	county_modifier = {
		tax_mult = 0.1
		levy_size = 0.1
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 3
	}

	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_economic
}

swahili_port_lamu = {	# Early location of Swahili Coast development and site of early trade good abundance
	construction_time = very_slow_construction_time

	type_icon = "icon_structure_swahili_port.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000

	character_modifier = {
		embarkation_cost_mult = -0.25
		diplomacy_per_piety_level = 1
		stewardship_per_prestige_level = 1
		different_culture_opinion = 10
	}

	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 4
	}
	
	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
}

##########
# Wulingyuan
##########

wulingyuan_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_wulingyuan.dds"
	
	can_construct_potential = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_prestige = 1 
		monthly_dynasty_prestige_mult = 0.1
	}

	county_modifier = {
	}
	
	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 # mountains
}

##########
# Leshan Giant Buddha
##########

leshan_giant_buddha_01 = {
	construction_time = very_slow_construction_time

	asset = {
		type = pdxmesh
		name = "tgp_building_special_leshan_buddha_mesh"
	}
	
	type_icon = "icon_structure_leshan_giant_buddha.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			scope:holder = {
				OR = {
					eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
					sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
				}
			}
		}
	}
	
	cost_gold = 2000
	
	character_modifier = {
		monthly_piety_gain_mult = 0.1
		stress_loss_per_piety_level = 0.05
	}
	county_modifier = {
		tax_mult = 0.1
		county_opinion_add = 5
		travel_danger = -10
	}

	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
	flag = holy_building
}

##########
# Yungang Grottoes
##########

yungang_grottoes_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_yungang_grottoes.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			scope:holder = {
				OR = {
					eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
					sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
				}
			}
		}
	}
	
	cost_gold = 2000
	
	character_modifier = {
		monthly_piety_gain_mult = 0.1
		intrigue_per_piety_level = 1
	}
	county_modifier = {
		tax_mult = 0.1
		development_growth = 0.2
		development_growth_factor = 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
	flag = holy_building
}

##########
# Wudang Mountain Temples
##########

wudang_mountain_temples_01 = {
	construction_time = very_slow_construction_time

	asset = {
		type = pdxmesh
		name = "tgp_building_special_wudang_mountains_mesh"
	}
	
	type_icon = "icon_structure_wudang_mountain_temples.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			OR = {
				eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
				sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
			}
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety_gain_per_court_position_mult = 0.03
		prowess_per_piety_level = 1
	}
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.25
	}
	
	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 = holy_building
}

##########
# Shaolin Monastery
##########

shaolin_monastery_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			OR = {
				eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
				sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
			}
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety = 0.5
		monthly_piety_from_buildings_mult = 0.3
		prowess_per_piety_level = 3
		buddhism_religion_opinion = 10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 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
	flag = holy_building
}

##########
# Lingyin Temple
##########

lingyin_temple_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_lingyin_temple.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			scope:holder = {
				OR = {
					eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
					sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
				}
			}
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety_gain_mult = 0.15
		monthly_dynasty_prestige_mult = 0.05
		learning_per_merit_level = 0.5
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.1
	}
	province_modifier = {
		monthly_income = 3
	}

	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
	flag = holy_building
}

##########
# Giant Wild Goose Pagoda
##########

giant_wild_goose_pagoda_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_giant_wild_goose_pagoda.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			scope:holder = {
				OR = {
					eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
					sinitic_or_syncretic_with_sinitic_trigger = { CHARACTER = scope:holder }
				}
			}
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety = 1
		monthly_piety_gain_per_happy_powerful_vassal_mult = 0.07
		same_heritage_county_advantage_add = 2
		faith_conversion_piety_cost_mult = -0.2
		learning = 1
	}
	county_modifier = {
		tax_mult = 0.1
		development_growth = 0.2
	}
	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Kaifeng Imperial Palace
##########

kaifeng_palace_01 = {
	construction_time = very_slow_construction_time
	
	effect_desc = {
		triggered_desc = {
			trigger = { has_tgp_dlc_trigger = yes }
			desc = unlocks_building_desc
		}
		triggered_desc = {
			trigger = { has_tgp_dlc_trigger = yes }
			desc = kaifeng_examination_cost_bonus_desc
		}
	}
	
	type_icon = "icon_structure_kaifeng_palace.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		stewardship_per_influence_level = 1
		dynasty_house_opinion = 5
		monthly_influence_mult = 0.1
	}
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 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_economic
}

##########
# The Forbidden City
##########

forbidden_city_01 = {
	construction_time = very_slow_construction_time
	
	effect_desc = {
		triggered_desc = {
			trigger = {
				OR = {
					has_tgp_dlc_trigger = yes
					has_ep3_dlc_trigger = yes
				}
			}
			desc = unlocks_building_desc
		}
		triggered_desc = {
			trigger = {
				OR = {
					has_tgp_dlc_trigger = yes
					has_ep3_dlc_trigger = yes
				}
			}
			desc = beijing_palace_bonus_desc
		}
	}
	
	type_icon = "icon_structure_forbidden_city.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		scope:holder.capital_province = root
	}
	
	cost_gold = 1000
	
	character_modifier = {
		court_grandeur_baseline_add = 10
		monthly_dynasty_prestige_mult = 0.1
		diplomacy_per_influence_level = 1
		courtly_opinion = 5
		monthly_influence_mult = 0.1
	}
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 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_diplomatic
}

##########
# Qianling Mausoleum
##########

qianling_mausoleum_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_qianling_mausoleum.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
	}
	county_modifier = {
		monthly_county_control_growth_add = 1
		levy_size = 0.1
		build_gold_cost = -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_religious # religious tomb
}

##########
# Quanzhou Seaport
##########

quanzhou_seaport_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_quanzhou_seaport.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		naval_movement_speed_mult = 0.25
		cultural_head_acceptance_gain_mult = 0.2
		different_culture_opinion = 5
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.2
	}
	province_modifier = {
		monthly_income = 4
	}
	
	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
}

##########
# Angkor Wat
##########

angkor_wat_01 = {
	construction_time = very_slow_construction_time

	asset = {
		type = pdxmesh
		name = "tgp_building_special_angkorwat_mesh"
	}
	
	type_icon = "icon_structure_angkor_wat.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			scope:holder = {
				eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
			}
		}
	}
	
	cost_gold = 2000
	
	character_modifier = {
		monthly_piety_gain_mult = 0.2
		negate_learning_penalty_add = 4
		clergy_opinion = 10
		monthly_learning_lifestyle_xp_gain_mult = 0.2
		monthly_dynasty_prestige_mult = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.2
		development_growth = 0.2
		monthly_county_control_growth_add = 0.2
	}
	province_modifier = {
		monthly_income = 3
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	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
	flag = holy_building
}

##########
# Imperial Citadel of Thang Long
##########

citadel_thang_long_01 = {
	construction_time = very_slow_construction_time

	asset = {
		type = pdxmesh
		name = "tgp_building_special_thang_long_palace_mesh"
	}
	
	type_icon = "icon_structure_citadel_thang_long.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
	}
	
	cost_gold = 750
	
	character_modifier = {
		monthly_prestige_gain_mult = 0.05
		knight_effectiveness_per_martial = 0.01
	}
	county_modifier = {
		hostile_raid_time = 0.25
	}
	province_modifier = {
		fort_level = 2
		defender_holding_advantage = 5
		stationed_maa_damage_mult = normal_maa_damage_tier_1
	}
	
	next_building = citadel_thang_long_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_martial
}

citadel_thang_long_02 = {
	construction_time = very_slow_construction_time

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

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

	is_enabled = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_prestige_gain_per_legitimacy_level_mult = 0.05
		knight_effectiveness_per_martial = 0.03
		monthly_dynasty_prestige_mult = 0.1
		legitimacy_gain_mult = 0.1
	}
	county_modifier = {
		hostile_raid_time = 0.5
		development_growth_factor = 0.1
	}
	province_modifier = {
		fort_level = 4
		defender_holding_advantage = 10
		stationed_maa_damage_mult = normal_maa_damage_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_martial
}

##########
# Po Klong Garai Temple
##########

po_klong_garai_01 = {
	construction_time = very_slow_construction_time

	asset = {
		type = pdxmesh
		name = "tgp_building_special_po_klong_temple_mesh"
	}
	
	type_icon = "icon_structure_po_klong_garai.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety_gain_per_legitimacy_level_mult = 0.04
		learning = 1
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
		monthly_county_control_growth_factor = 0.2
		epidemic_resistance = 10
	}
	province_modifier = {
		monthly_income = 2
	}
	
	ai_value = {
		base = 8
		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 = holy_building
}

##########
# Krakatoa
##########

krakatoa_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_krakatoa.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
	}
	
	cost_gold = 1000
	
	character_modifier = {
		stress_loss_mult = 0.1
		dread_baseline_add = 10
		monthly_dynasty_prestige_mult = 0.05
	}
	county_modifier = {
		development_growth = 0.1
	}
	province_modifier = {
		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_natural_feature
}

##########
# Borobudur
##########

borobudur_01 = {
	construction_time = very_slow_construction_time
	
	asset = {
		type = pdxmesh
		name = "tgp_building_special_borudur_mesh"
	}
	
	type_icon = "icon_structure_borobudur.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
		custom_description = {
			text = buddhas_of_bamian_trigger
			eastern_or_syncretic_with_eastern_trigger = { CHARACTER = scope:holder }
		}
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety_gain_mult = 0.2
		monthly_dynasty_prestige_mult = 0.1
		different_faith_opinion = 5
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
		build_speed = -0.1
	}
	province_modifier = {
		monthly_income = 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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Hōshi Ryokan
##########

hoshi_ryokan_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_hoshi_ryokan.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	is_enabled = {
	}
	
	cost_gold = 500
	
	character_modifier = {
		stress_loss_mult = 0.2
		dynasty_house_opinion = 10
	}
	county_modifier = {
		tax_mult = 0.05
		development_growth = 0.05
	}
	province_modifier = {
		monthly_income = 1
		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_stress_relief

}

##########
# Herat Bazaar
##########

herat_bazaar_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = herat_bazaar_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
}

herat_bazaar_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	

	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Shuka of Dvin
##########

dvin_shuka_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = dvin_shuka_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

dvin_shuka_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {

	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

##########
# Khrom of Lhasa
##########

lhasa_market_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = lhasa_market_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

lhasa_market_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

##########
# Bazaar of Khiva
##########

khiva_bazaar_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = khiva_bazaar_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

khiva_bazaar_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		scope:holder = {
			any_character_situation = { situation_type = silk_road_situation }
		}
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

##########
# Market of Chang'an
##########

changan_market_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	cost_gold = 400
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.15
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = changan_market_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

changan_market_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -20
		monthly_income = 3
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.10
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

##########
# Bazaar of Lahur (Lahore)
##########

lahur_bazaar_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = lahur_bazaar_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

lahur_bazaar_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

##########
# Hamadan Bazaar
##########

hamadan_bazaar_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}

	can_construct = {

	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = hamadan_bazaar_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
}

hamadan_bazaar_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Market of Dunhuang
##########

dunhuang_market_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = dunhuang_market_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

dunhuang_market_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
	flag = silk_road_node
}

##########
# Sunday Bazaar of Kashgar
##########

sunday_bazaar_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
		
	}
	
	cost_gold = 400
	
	province_modifier = {
		monthly_income = 2
		travel_danger = -10
	}
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}

	next_building = sunday_bazaar_02
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}
	
	type = special

	flag = travel_point_of_interest_economic
}

sunday_bazaar_02 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_special_silk_road_market.dds"
	
	can_construct_potential = {
	
	}
	
	can_construct = {
	}
	
	cost_gold = 800
	
	province_modifier = {
		travel_danger = -15
		monthly_income = 2
	}
	county_modifier = {
		development_growth = 0.25
		development_growth_factor = 0.2
		tax_mult = 0.2
	}
	character_modifier = {
		cultural_head_fascination_mult = 0.05
	}

	on_complete = {
		tgp_silk_road_market_built_effect = yes
	}
	
	ai_value = {
		base = 12

		directive_to_build_economy_modifier = yes

		modifier = {
			factor = 3
			scope:holder.capital_province = this
		}
	}

	type = special

	flag = travel_point_of_interest_economic
}

##########
# Mount Fuji
##########

mount_fuji_01 = {
	asset = {
		type = pdxmesh
		name = "tgp_building_special_mt_fuji_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_mount_apo.dds"

	is_enabled = {
		custom_description = {
			text = holy_site_shinto_or_holy_site_trigger
			OR = {
				scope:holder.religion = religion:shintoism_religion
				custom_description = {
					text = holy_site_building_trigger
					barony = { is_holy_site_of = scope:holder.faith }
				}
				scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		stress_loss_mult = 0.1
	}
	
	county_modifier = {
		tax_mult = 0.15
		travel_danger = -30
	}
	
	province_modifier = {
		monthly_income = 2
	}
	
	type = special

	flag = travel_point_of_interest_religious
	flag = is_mountain
	flag = holy_building
}

##########
# Itsukushima-jinja
##########

itsukushima_jinja_01 = {
	asset = {
		type = pdxmesh
		name = "tgp_building_special_itsukushima_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_torii_gate.dds"

	next_building = itsukushima_jinja_02

	is_enabled = {
		custom_description = {
			text = holy_site_shinto_or_holy_site_trigger
			OR = {
				scope:holder.religion = religion:shintoism_religion
				custom_description = {
					text = holy_site_building_trigger
					barony = { is_holy_site_of = scope:holder.faith }
				}
				scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		embarkation_cost_mult = -0.1
	}
	
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.1
		development_growth = 0.1
	}
	
	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
		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
	flag = holy_building
}

itsukushima_jinja_02 = {
	asset = {
		type = pdxmesh
		name = "tgp_building_special_itsukushima_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_torii_gate.dds"

	is_enabled = {
		custom_description = {
			text = holy_site_shinto_or_holy_site_trigger
			OR = {
				scope:holder.religion = religion:shintoism_religion
				custom_description = {
					text = holy_site_building_trigger
					barony = { is_holy_site_of = scope:holder.faith }
				}
				scope:holder.faith = { has_doctrine = special_doctrine_immaterial_harmony }
			}
		}
	}
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.5
		monthly_dynasty_prestige_mult = 0.1
		embarkation_cost_mult = -0.2
	}
	
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.3
		development_growth = 0.2
	}
	
	province_modifier = {
		monthly_income = 2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	ai_value = {
		base = 100
		ai_pious_building_preference_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_religious
	flag = holy_building
}

##########
# Heian Palace
##########

heian_palace_01 = {
	asset = {
		type = pdxmesh
		name = "tgp_building_special_heian_kyo_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_heian_palace.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		court_grandeur_baseline_add = 10
		monthly_dynasty_prestige_mult = 0.1
		diplomacy_per_influence_level = 1
		courtly_opinion = 5
		monthly_influence_mult = 0.05
	}
	county_modifier = {
		tax_mult = 0.3
		development_growth_factor = 0.2
	}
	province_modifier = {
		fort_level = 2
		defender_holding_advantage = 5
	}
	levy = 2000
	
	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
}

##########
# Ise Jingu
##########

ise_jingu_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_torii_gate.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		character_travel_speed_mult = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.1
		development_growth = 0.1
	}
	
	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_religious
	flag = holy_building
}

##########
# Kofuku-ji
##########

kofuku_ji_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_cathedral_buddhist.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		faith_creation_piety_cost_mult = -0.1
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Enryaku-ji (延暦寺)
##########

enryaku_ji_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_cathedral_buddhist.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		faith_creation_piety_cost_mult = -0.1
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Dazaifu
##########

dazaifu_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_prestige = 0.25
		monthly_county_control_growth_factor = 0.1
		build_speed = -0.1
		diplomacy_per_influence_level = 1
	}

	character_government_modifier = {
		parameter = government_is_administrative
		monthly_influence = 0.5
	}
	
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.15
		development_growth = 0.1
	}
	
	province_modifier = {
		fort_level = 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
}

##########
# Chinjufu
##########

chinjufu_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_prestige = 0.1
		glory_hound_opinion = 5
		vassal_limit = 1
		defender_advantage = 4
	}
	
	county_modifier = {
		hostile_raid_time = 0.5
		levy_size = 0.2
		development_growth_factor = 0.1
	}
	
	province_modifier = {
		fort_level = 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
}

##########
# Hakata Port
##########

hakata_port_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_quanzhou_seaport.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	#next_building = hakata_port_02

	character_modifier = {
		parochial_opinion = 5
		naval_movement_speed_mult = 0.1
		embarkation_cost_mult = -0.1
	}
	
	county_modifier = {
		development_growth_factor = 0.15
		development_growth = 0.1
	}
	
	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_economic
}

##########
# Hwangnyongsa
##########

hwangnyongsa_01 = {
	asset = {
		type = pdxmesh
		name = "tgp_building_special_hwangnyongsa_mesh"
	}

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	cost_gold = 1000

	character_modifier = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		levy_reinforcement_rate_same_faith = 0.15
		monthly_county_control_growth_factor = 0.05
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	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
	flag = holy_building
	flag = religious_studies_location
}

##########
# Byeok-ran Port - 碧瀾渡 (벽란도)
##########

byeokran_port_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_quanzhou_seaport.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_income = 1
		parochial_opinion = 5
		naval_movement_speed_mult = 0.1
		embarkation_cost_mult = -0.1
	}
	
	county_modifier = {
		tax_mult = 0.15
		development_growth_factor = 0.15
		development_growth = 0.1
	}
	
	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_economic
}

##########
# Mount Baekdu
##########

mount_baekdu_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_mount_apo.dds"

	is_enabled = {
		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 = 0.25
		monthly_dynasty_prestige_mult = 0.05
		stress_loss_mult = 0.1
	}
	
	county_modifier = {
		county_opinion_add = 5
		tax_mult = 0.1
	}
	
	province_modifier = {
		fort_level = 2
		defender_holding_advantage = 6
	}
	
	type = special

	flag = travel_point_of_interest_religious
	flag = travel_point_of_interest_stress_relief
	flag = travel_point_of_interest_natural_feature # mountain
	flag = is_mountain
	flag = holy_building
}

##########
# Dâu Temple
##########

dau_temple_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 1000
	
	character_modifier = {
		learning_per_piety_level = 1
		health = 0.10
	}

	county_holder_character_modifier = {
		buddhism_religion_opinion = 5
	}

	county_modifier = {
		tax_mult = 0.1
		development_growth = 0.10
		epidemic_resistance = 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_religious
	flag = holy_building
}

##########
# Liuhe Pagoda
##########

liuhe_pagoda_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 1250
	
	character_modifier = {
		monthly_county_control_growth_factor = 0.15
		monthly_piety_gain_mult = 0.10
		monthly_prestige_gain_mult = 0.05
		clergy_opinion = 5
	}
	county_modifier = {
		tax_mult = 0.15
		development_growth = 0.10
		travel_danger = -10
	}
	province_modifier = {
		monthly_income = 2
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	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 = holy_building
}

##########
# Muaro Jambi Temple Compounds
##########

muaro_jambi_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 1000
	
	character_modifier = {
		monthly_county_control_growth_factor = 0.10
		martial_per_piety_level = 1
		direct_vassal_opinion = 5
	}
	county_modifier = {
		tax_mult = 0.10
	}
	province_modifier = {
		monthly_income = 1
		fort_level = 2
		levy_size = 0.1
		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_religious
	flag = travel_point_of_interest_martial
	flag = holy_building
}

##########
# Hanging Temple
##########

hanging_temple_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 2000
	
	character_modifier = {
		piety_level_impact_mult = 0.1
		monthly_piety_gain_per_legitimacy_level_mult = 0.05
		taoism_religion_opinion = 5
		buddhism_religion_opinion = 5
		confucianism_religion_opinion = 5
	}

	province_modifier = {
		monthly_income = 1
	}

	county_modifier = {
		tax_mult = 0.1
		development_growth = 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_religious
	flag = holy_building
}

##########
# Pagoda of Fogong Temple
##########

pagoda_of_fogong_temple_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 2000
	
	character_modifier = {
		monthly_piety_from_buildings_mult = 0.1
		monthly_piety_gain_per_legitimacy_level_mult = 0.05
		buddhism_religion_opinion = 5
		zealot_opinion = 5
		monthly_dynasty_prestige_mult = 0.1
	}

	province_modifier = {
		monthly_income = 1.5
		artifact_decay_reduction_mult = -0.15
	}

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

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	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 = holy_building
}

##########
# Plain of Jars
##########

plain_of_jars_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 2000
	
	character_modifier = {
		stress_loss_per_piety_level = 0.1
		diplomatic_range_mult = 0.20
		intrigue_per_piety_level = 1
		levy_reinforcement_rate_same_faith = 0.1
	}

	province_modifier = {
		monthly_income = 1
	}

	county_modifier = {
		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_religious
	flag = holy_building
}

##########
# Dieng Plateau
##########

dieng_plateau_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 2000
	
	character_modifier = {
		stress_loss_per_piety_level = 0.1
		dread_gain_mult = 0.15
		intrigue = 1
		monthly_piety_gain_per_dread_mult = 0.05
		learning = 1
	}

	province_modifier = {
		
	}

	county_modifier = {
		monthly_county_control_decline_add = 0.5
	}
	
	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_religious
	flag = holy_building
}

##########
# Mount Apo
##########

mount_apo_01 = {

	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_mount_apo.dds"

	is_enabled = {

	}
	
	show_disabled = yes
	
	cost_gold = 1000
	
	character_modifier = {
		piety_level_impact_mult = 0.25
		faith_creation_piety_cost_mult = -0.15
		stress_loss_mult = 0.05
		realm_priest_opinion = 10
	}
	
	county_modifier = {
		monthly_county_control_growth_factor = 0.1
	}
	
	province_modifier = {
		monthly_income = 1
	}
	
	type = special

	flag = travel_point_of_interest_religious
	flag = travel_point_of_interest_stress_relief
	flag = travel_point_of_interest_natural_feature # mountain
	flag = is_mountain
	flag = holy_building
}

##########
# Besakih Temple
##########

besakih_temple_01 = {
	construction_time = very_slow_construction_time

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

	is_enabled = {

	}
	
	cost_gold = 2000
	
	character_modifier = {
		monthly_piety_gain_per_knight_mult = 0.03
		hinduism_religion_opinion = 10
		monthly_dynasty_prestige_mult = 0.1
		learning = 1
		legitimacy_gain_mult = 0.1
	}

	province_modifier = {
		monthly_income = 2
	}

	county_modifier = {
		tax_mult = 0.15
		development_growth = 0.15
	}

	on_complete = {
		#Regular Mandala Boon
		mandala_built_piety_duchy_building_t3_effect = yes
	}
	
	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 = holy_building
}

##########
# Gongsanseong Fortress
##########

gongsanseong_fortress_01 = {
	construction_time = slow_construction_time
	
	type_icon = "icon_structure_gongsanseong_fortress.dds"
	
	can_construct_potential = {
	}
	
	cost_gold = 1500
	
	max_garrison = good_building_max_garrison_tier_2

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.1
		monthly_county_control_growth_add = 0.5
	}

	province_modifier = {
		defender_holding_advantage = normal_building_advantage_tier_1
		fort_level = good_building_fort_level_tier_2
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1
		travel_danger = -20
	}
	
	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
}

##########
# White Deer Grotto Academy
##########

white_deer_grotto_academy_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >= 30
		}
	}
	
	show_disabled = yes
	
	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 = 2
		monthly_lifestyle_xp_gain_mult = 0.1
		cultural_head_fascination_mult = 0.05
	}

	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
}

##########
# Shigu Academy
##########

shigu_academy_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >= 30
		}
	}
	
	show_disabled = yes
	
	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_lifestyle_xp_gain_mult = 0.1
		monthly_dynasty_prestige = 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
}

##########
# Culai Academy
##########

culai_academy_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >= 30
		}
	}
	
	show_disabled = yes
	
	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
		monthly_prestige = 0.05
	}

	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
}

##########
# Lize Academy
##########

lize_academy_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"

	can_construct_potential = {
		building_requirement_tribal = no
		building_university_requirement = yes
	}
	
	can_construct = {
		scope:holder = {
			highest_held_title_tier >= tier_duchy
			prestige_level >= 4
		}
		county = {
			development_level >= 30
		}
	}
	
	show_disabled = yes
	
	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_merit_level = 1
		monthly_lifestyle_xp_gain_mult = 0.1
		prestige_level_impact_mult = 0.15
	}

	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
}

##########
# Maoshan Academy
##########

maoshan_academy_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	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 = {
		monthly_piety = 0.25
		monthly_dynasty_prestige_mult = 0.05
		faith_creation_piety_cost_mult = -0.1
	}
	
	county_modifier = {
		tax_mult = 0.2
		development_growth_factor = 0.2
		development_growth = 0.15
	}
	
	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
	flag = travel_point_of_interest_learning
	flag = special_university
	flag = religious_studies_location
}

##########
# Tiantai Monasteries
##########

tiantai_monasteries_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	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 = {
		monthly_piety = 0.20
		faith_creation_piety_cost_mult = -0.05
	}
	
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.15
		development_growth = 0.1
	}
	
	province_modifier = {
		monthly_income = 1.5
	}
	
	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_religious
	flag = travel_point_of_interest_learning
	flag = holy_building
	flag = special_university
	flag = religious_studies_location
}

##########
# Jizu Shan Temples
##########

jizu_shan_temples_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	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 = {
		monthly_piety = 0.20
		faith_creation_piety_cost_mult = -0.05
	}
	
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.15
		development_growth = 0.1
	}
	
	province_modifier = {
		monthly_income = 1.5
	}
	
	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_religious
	flag = travel_point_of_interest_learning
	flag = holy_building
	flag = special_university
	flag = religious_studies_location
}

##########
# Nanhua Temple
##########

nanhua_temple_01 = {
	construction_time = very_slow_construction_time
	
	type_icon = "icon_structure_shaolin_monastery.dds"
	
	show_disabled = yes
	
	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 = {
		monthly_piety = 0.20
		faith_creation_piety_cost_mult = -0.05
	}
	
	county_modifier = {
		tax_mult = 0.1
		development_growth_factor = 0.15
		development_growth = 0.1
	}
	
	province_modifier = {
		monthly_income = 1.5
	}
	
	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_religious
	flag = travel_point_of_interest_learning
	flag = holy_building
	flag = special_university
	flag = religious_studies_location
}

##########
# Mozu Tombs
##########

mozu_tombs = {

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

	construction_time = very_slow_construction_time

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

	county_modifier = {
		county_opinion_add = 5
		defender_holding_advantage = normal_building_advantage_tier_1
	}
	
	cost_gold = 2000

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
		short_reign_duration_mult = -0.1
		monthly_piety = 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_wonder
}

##########
# Trosky Castle
##########

trosky_castle_01 = {
	construction_time = very_slow_construction_time

	asset = {
		type = pdxmesh
		name = "building_special_trosky_castle_01_mesh"
	}
	type_icon = "icon_building_hill_forts.dds"
	
	can_construct_potential = {
		building_requirement_tribal = no
	}

	can_construct = {
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	cost_gold = 500
	
	county_modifier = {
		defender_holding_advantage = 5
		county_opinion_add = 5
		hostile_raid_time = 0.5
		travel_danger = -10
	}
	
	province_modifier = {
		garrison_size = 0.25
		fort_level = 1
		stationed_maa_toughness_mult = 0.05
		stationed_maa_damage_mult = 0.05
	}
	
	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
}
