N3OW/common/buildings/00_standard_fortification_buildings.txt

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2026-03-03 23:03:20 +00:00
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# Standard Fortification Buildings #
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# Ramparts - Archers, Skirmishers
# Curtain Walls - Heavy Cavalry, Economy
# Watchtowers - Heavy Infantry, Light Cavalry
# Hill Forts - Pikemen, Skirmishers
### ramparts
ramparts_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
levy = normal_building_levy_tier_1
max_garrison = normal_building_max_garrison_tier_1
province_modifier = {
fort_level = normal_building_fort_level_tier_1
stationed_archers_damage_mult = low_maa_damage_tier_1
stationed_skirmishers_damage_mult = low_maa_damage_tier_1
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
travel_danger = -1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_02
type_icon = "icon_building_ramparts.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = {
factor = 5
free_building_slots <= 3
scope:holder.capital_province = this
}
modifier = {
factor = 5
free_building_slots <= 2
}
modifier = {
factor = 5
free_building_slots <= 1
}
culture_likely_to_fortify_modifier = yes
}
}
ramparts_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_motte
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
levy = normal_building_levy_tier_2
max_garrison = normal_building_max_garrison_tier_2
province_modifier = {
fort_level = normal_building_fort_level_tier_2
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_2
stationed_skirmishers_damage_mult = low_maa_damage_tier_2
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
travel_danger = -2
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_03
ai_value = {
base = 9
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
ramparts_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
levy = normal_building_levy_tier_3
max_garrison = normal_building_max_garrison_tier_3
province_modifier = {
fort_level = normal_building_fort_level_tier_3
defender_holding_advantage = normal_building_advantage_tier_1
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_3
stationed_skirmishers_damage_mult = low_maa_damage_tier_3
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3
travel_danger = -3
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_04
ai_value = {
base = 8
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
ramparts_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
levy = normal_building_levy_tier_4
max_garrison = normal_building_max_garrison_tier_4
province_modifier = {
fort_level = normal_building_fort_level_tier_4
defender_holding_advantage = normal_building_advantage_tier_1
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_4
stationed_skirmishers_damage_mult = low_maa_damage_tier_4
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4
travel_danger = -4
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_05
ai_value = {
base = 7
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
ramparts_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
levy = normal_building_levy_tier_5
max_garrison = normal_building_max_garrison_tier_5
province_modifier = {
fort_level = normal_building_fort_level_tier_5
defender_holding_advantage = normal_building_advantage_tier_1
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_5
stationed_skirmishers_damage_mult = low_maa_damage_tier_5
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5
travel_danger = -5
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_06
ai_value = {
base = 6
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
ramparts_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
levy = normal_building_levy_tier_6
max_garrison = normal_building_max_garrison_tier_6
province_modifier = {
fort_level = normal_building_fort_level_tier_6
defender_holding_advantage = normal_building_advantage_tier_2
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_6
stationed_skirmishers_damage_mult = low_maa_damage_tier_6
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6
travel_danger = -6
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_07
ai_value = {
base = 5
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
ramparts_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
levy = normal_building_levy_tier_7
max_garrison = normal_building_max_garrison_tier_7
province_modifier = {
fort_level = normal_building_fort_level_tier_7
defender_holding_advantage = normal_building_advantage_tier_2
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_7
stationed_skirmishers_damage_mult = low_maa_damage_tier_7
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7
travel_danger = -7
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = ramparts_08
ai_value = {
base = 4
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
ramparts_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_ramparts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
levy = normal_building_levy_tier_8
max_garrison = normal_building_max_garrison_tier_8
province_modifier = {
fort_level = normal_building_fort_level_tier_8
defender_holding_advantage = normal_building_advantage_tier_2
tax_mult = 0.02
stationed_archers_damage_mult = low_maa_damage_tier_8
stationed_skirmishers_damage_mult = low_maa_damage_tier_8
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8
travel_danger = -8
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
### curtain_walls
curtain_walls_01 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
max_garrison = normal_building_max_garrison_tier_1
province_modifier = {
monthly_income = poor_building_tax_tier_1
fort_level = normal_building_fort_level_tier_1
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_1
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1
travel_danger = -1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_02
type_icon = "icon_building_curtain_walls.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = {
factor = 5
free_building_slots <= 3
scope:holder.capital_province = this
}
modifier = {
factor = 5
free_building_slots <= 2
}
modifier = {
factor = 5
free_building_slots <= 1
}
}
}
curtain_walls_02 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_motte
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
max_garrison = normal_building_max_garrison_tier_2
province_modifier = {
monthly_income = poor_building_tax_tier_2
fort_level = normal_building_fort_level_tier_2
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_2
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_2
travel_danger = -2
}
county_modifier = {
supply_limit = 300
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_03
ai_value = {
base = 9
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
curtain_walls_03 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
max_garrison = normal_building_max_garrison_tier_3
province_modifier = {
monthly_income = poor_building_tax_tier_3
fort_level = normal_building_fort_level_tier_3
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_3
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_3
travel_danger = -3
}
county_modifier = {
supply_limit = 300
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_04
ai_value = {
base = 8
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
curtain_walls_04 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
max_garrison = normal_building_max_garrison_tier_4
province_modifier = {
monthly_income = poor_building_tax_tier_4
fort_level = normal_building_fort_level_tier_4
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_4
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_4
travel_danger = -4
}
county_modifier = {
supply_limit = 300
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_05
ai_value = {
base = 7
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
curtain_walls_05 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
max_garrison = normal_building_max_garrison_tier_5
province_modifier = {
monthly_income = poor_building_tax_tier_5
fort_level = normal_building_fort_level_tier_5
defender_holding_advantage = normal_building_advantage_tier_2
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_5
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_5
travel_danger = -5
}
county_modifier = {
supply_limit = 300
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_06
ai_value = {
base = 6
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
curtain_walls_06 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
max_garrison = normal_building_max_garrison_tier_6
province_modifier = {
monthly_income = poor_building_tax_tier_6
fort_level = normal_building_fort_level_tier_6
defender_holding_advantage = normal_building_advantage_tier_2
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_6
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_6
travel_danger = -6
}
county_modifier = {
supply_limit = 300
supply_limit_mult = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_07
ai_value = {
base = 5
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
curtain_walls_07 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
max_garrison = normal_building_max_garrison_tier_7
province_modifier = {
monthly_income = poor_building_tax_tier_7
fort_level = normal_building_fort_level_tier_7
defender_holding_advantage = normal_building_advantage_tier_2
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_7
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_7
travel_danger = -7
}
county_modifier = {
supply_limit = 300
supply_limit_mult = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = curtain_walls_08
ai_value = {
base = 4
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
curtain_walls_08 = {
construction_time = standard_construction_time
can_construct_potential = {
building_curtain_walls_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
max_garrison = normal_building_max_garrison_tier_8
province_modifier = {
monthly_income = poor_building_tax_tier_8
fort_level = normal_building_fort_level_tier_8
defender_holding_advantage = normal_building_advantage_tier_2
stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_8
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_8
travel_danger = -8
}
county_modifier = {
supply_limit = 300
supply_limit_mult = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
### watchtowers
watchtowers_01 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
max_garrison = normal_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = normal_building_fort_level_tier_1
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_1
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_1
stationed_light_cavalry_damage_mult = low_maa_damage_tier_1
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1
travel_danger = -1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_02
type_icon = "icon_building_watchtowers.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = {
factor = 5
free_building_slots <= 3
scope:holder.capital_province = this
}
modifier = {
factor = 5
free_building_slots <= 2
}
modifier = {
factor = 5
free_building_slots <= 1
}
}
}
watchtowers_02 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_motte
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
max_garrison = normal_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = normal_building_fort_level_tier_2
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_2
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_2
stationed_light_cavalry_damage_mult = low_maa_damage_tier_2
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2
travel_danger = -2
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_03
ai_value = {
base = 9
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
watchtowers_03 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
max_garrison = normal_building_max_garrison_tier_3
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_3
fort_level = normal_building_fort_level_tier_3
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_3
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_3
stationed_light_cavalry_damage_mult = low_maa_damage_tier_3
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3
travel_danger = -3
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_04
ai_value = {
base = 8
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
watchtowers_04 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
max_garrison = normal_building_max_garrison_tier_4
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_4
fort_level = normal_building_fort_level_tier_4
supply_limit = 300
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_4
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_4
stationed_light_cavalry_damage_mult = low_maa_damage_tier_4
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4
travel_danger = -4
}
county_modifier = {
hostile_raid_time = 0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_05
ai_value = {
base = 7
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
watchtowers_05 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
max_garrison = normal_building_max_garrison_tier_5
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_5
fort_level = normal_building_fort_level_tier_5
supply_limit = 300
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_5
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_5
stationed_light_cavalry_damage_mult = low_maa_damage_tier_5
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5
travel_danger = -5
epidemic_resistance = 5
}
county_modifier = {
hostile_raid_time = 0.15
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_06
ai_value = {
base = 6
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
watchtowers_06 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
max_garrison = normal_building_max_garrison_tier_6
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_6
fort_level = normal_building_fort_level_tier_6
supply_limit = 300
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_6
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_6
stationed_light_cavalry_damage_mult = low_maa_damage_tier_6
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6
travel_danger = -6
epidemic_resistance = 8
}
county_modifier = {
hostile_raid_time = 0.15
supply_limit_mult = 0.05
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_07
ai_value = {
base = 5
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
watchtowers_07 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
max_garrison = normal_building_max_garrison_tier_7
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_7
fort_level = normal_building_fort_level_tier_7
supply_limit = 600
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_7
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_7
stationed_light_cavalry_damage_mult = low_maa_damage_tier_7
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_7
travel_danger = -7
epidemic_resistance = 10
}
county_modifier = {
hostile_raid_time = 0.15
supply_limit_mult = 0.05
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = watchtowers_08
ai_value = {
base = 4
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
watchtowers_08 = {
construction_time = standard_construction_time
effect_desc = watchtowers_desc
can_construct_potential = {
building_watchtowers_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
max_garrison = normal_building_max_garrison_tier_8
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_8
fort_level = normal_building_fort_level_tier_8
supply_limit = 600
stationed_heavy_infantry_damage_mult = low_maa_damage_tier_8
stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_8
stationed_light_cavalry_damage_mult = low_maa_damage_tier_8
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_8
travel_danger = -8
epidemic_resistance = 12
}
county_modifier = {
hostile_raid_time = 0.2
supply_limit_mult = 0.05
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
modifier = {
add = 1
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_fortify
}
}
}
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
### hill_forts
hill_forts_01 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
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_skirmishers_damage_mult = low_maa_damage_tier_1
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1
stationed_pikemen_damage_mult = low_maa_damage_tier_1
stationed_pikemen_toughness_mult = low_maa_toughness_tier_1
travel_danger = -1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_02
type_icon = "icon_building_hill_forts.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = {
factor = 5
free_building_slots <= 3
scope:holder.capital_province = this
}
modifier = {
factor = 5
free_building_slots <= 2
}
modifier = {
factor = 5
free_building_slots <= 1
}
}
}
hill_forts_02 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_motte
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
max_garrison = good_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = good_building_fort_level_tier_2
stationed_skirmishers_damage_mult = low_maa_damage_tier_2
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2
stationed_pikemen_damage_mult = low_maa_damage_tier_2
stationed_pikemen_toughness_mult = low_maa_toughness_tier_2
travel_danger = -2
}
county_modifier = {
monthly_county_control_growth_factor = 0.1
monthly_county_control_decline_factor = -0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hill_forts_03 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
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_skirmishers_damage_mult = low_maa_damage_tier_3
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3
stationed_pikemen_damage_mult = low_maa_damage_tier_3
stationed_pikemen_toughness_mult = low_maa_toughness_tier_3
travel_danger = -3
}
county_modifier = {
monthly_county_control_growth_factor = 0.1
monthly_county_control_decline_factor = -0.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
hill_forts_04 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_battlements
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
max_garrison = good_building_max_garrison_tier_4
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_4
fort_level = good_building_fort_level_tier_4
stationed_skirmishers_damage_mult = low_maa_damage_tier_4
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4
stationed_pikemen_damage_mult = low_maa_damage_tier_4
stationed_pikemen_toughness_mult = low_maa_toughness_tier_4
travel_danger = -4
}
county_modifier = {
monthly_county_control_growth_factor = 0.1
monthly_county_control_decline_factor = -0.1
levy_size = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
hill_forts_05 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
max_garrison = good_building_max_garrison_tier_5
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_5
fort_level = good_building_fort_level_tier_5
stationed_skirmishers_damage_mult = low_maa_damage_tier_5
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5
stationed_pikemen_damage_mult = low_maa_damage_tier_5
stationed_pikemen_toughness_mult = low_maa_toughness_tier_5
travel_danger = -5
}
county_modifier = {
monthly_county_control_growth_factor = 0.15
monthly_county_control_decline_factor = -0.15
levy_size = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
hill_forts_06 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
max_garrison = good_building_max_garrison_tier_6
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_6
fort_level = good_building_fort_level_tier_6
stationed_skirmishers_damage_mult = low_maa_damage_tier_6
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6
stationed_pikemen_damage_mult = low_maa_damage_tier_6
stationed_pikemen_toughness_mult = low_maa_toughness_tier_6
travel_danger = -6
}
county_modifier = {
monthly_county_control_growth_factor = 0.15
monthly_county_control_decline_factor = -0.15
levy_size = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
hill_forts_07 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
max_garrison = good_building_max_garrison_tier_7
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_7
fort_level = good_building_fort_level_tier_7
stationed_skirmishers_damage_mult = low_maa_damage_tier_7
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7
stationed_pikemen_damage_mult = low_maa_damage_tier_7
stationed_pikemen_toughness_mult = low_maa_toughness_tier_7
travel_danger = -7
}
county_modifier = {
monthly_county_control_growth_factor = 0.15
monthly_county_control_decline_factor = -0.15
levy_size = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
next_building = hill_forts_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}
hill_forts_08 = {
construction_time = slow_construction_time
can_construct_potential = {
building_hill_forts_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_machicolations
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
max_garrison = good_building_max_garrison_tier_8
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_8
fort_level = good_building_fort_level_tier_8
stationed_skirmishers_damage_mult = low_maa_damage_tier_8
stationed_skirmishers_toughness_mult = low_maa_toughness_tier_8
stationed_pikemen_damage_mult = low_maa_damage_tier_8
stationed_pikemen_toughness_mult = low_maa_toughness_tier_8
travel_danger = -8
}
county_modifier = {
monthly_county_control_growth_factor = 0.2
monthly_county_control_decline_factor = -0.2
levy_size = 0.02
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_fortify_modifier = yes
}
}