2026-02-06 23:17:32 +00:00
@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds"
@illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds"
@illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds"
@illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds"
@illustration_chinese = "gfx/interface/illustrations/holding_types/tgp_chinese_pagoda.dds"
@illustration_shinto = "gfx/interface/illustrations/holding_types/tgp_shinto_temple.dds"
@illustration_seasia = "gfx/interface/illustrations/holding_types/tgp_castle_se_asia.dds"
@illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds"
@illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds"
@illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds"
@illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds"
@illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds"
@illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds"
@illustration_tengri = "gfx/interface/illustrations/holding_types/mpo_temple_steppe.dds"
@illustration_southeast_asian_pagan = "gfx/interface/illustrations/holding_types/tgp_temple_pagan_se_asia.dds"
temple_citadel_01 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
#Unique:
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Iranian
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Islamic ###
#Unique:
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx byzantine_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
asset = { #Also fallback for pagans in the steppe
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Shinto ###
#Uniquely Japanese:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Generic:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
}
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia graphical_siberia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
### Dharmic ###
#All Dharmics try to use the General Tempel Citadel look
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_01_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_01_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_01_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia graphical_mediterranean graphical_india graphical_mena }
}
can_construct_potential = {
barony_cannot_construct_holding = no
scope:holder = {
OR = {
government_has_flag = government_is_mandala
faith = { has_doctrine_parameter = NEOW_can_build_citadels }
}
}
}
can_construct = {
scope:holder = {
OR = {
government_has_flag = government_is_mandala
faith = { has_doctrine_parameter = NEOW_can_build_citadels }
}
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
building_requirement_tribal_holding_in_county = yes
building_requirement_nomad = no
building_requirement_nomad_holding_in_county = yes
building_requirement_herder = no
building_requirement_herder_holding_in_county = yes
}
cost_gold = main_building_tier_1_cost
next_building = temple_citadel_02
levy = normal_building_levy_tier_2
max_garrison = good_building_max_garrison_tier_1
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
province_modifier = {
monthly_income = super_poor_building_tax_tier_1
tax_per_piety_level = super_poor_building_tax_tier_1
fort_level = normal_building_fort_level_tier_1
stationed_maa_damage_mult_per_piety_level = 0.01
stationed_maa_toughness_mult_per_piety_level = 0.01
travel_danger = -10
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_culture_modifier = {
parameter = temple_citadel_fort_level_bonus
fort_level = 1
}
county_culture_modifier = {
parameter = temple_citadel_control_bonus
monthly_county_control_growth_add = 0.1
}
province_culture_modifier = {
parameter = castle_fortifications_increase
defender_holding_advantage = 3
}
province_government_modifier = {
parameter = government_is_mandala
monthly_county_control_growth_factor = 0.05
}
character_culture_modifier = {
parameter = castle_grant_prestige
monthly_prestige = 0.02
monthly_dynasty_prestige = 0.01
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.1
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = castle_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = 1
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 2
}
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character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -1
}
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flag = temple_citadel
type_icon = "tgp_icon_building_mandala_capital_tier_02.dds"
on_complete = {
county.holder = {
if = {
limit = {
culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = dynasty
}
dynasty = { add_dynasty_prestige = major_dynasty_prestige_value }
}
if = {
limit = {
culture = {
has_cultural_parameter = extra_piety_from_temple_construction
}
}
add_piety = omega_piety_gain
}
else_if = {
limit = { government_has_flag = government_is_mandala }
mandala_built_temple_holding_effect = yes
}
else = { add_piety = massive_piety_gain }
save_scope_as = temple_location
if = {
limit = {
culture = { has_cultural_parameter = more_fervor_on_church_construction }
}
faith = {
change_fervor = {
value = 5
desc = fervor_gain_built_temple_holding
}
}
}
else = {
faith = {
change_fervor = {
value = 1
desc = fervor_gain_built_temple_holding
}
}
}
if = {
limit = {
culture = { has_cultural_parameter = prestige_from_temple_construction }
}
add_prestige = massive_prestige_gain
}
#Holy Legend Seed drop
if = {
limit = {
has_dlc_feature = legends
NOR = {
has_game_rule = historical_legends_only
has_personal_legend_seed = holy
}
}
random = {
chance = {
value = 10
if = {
limit = { piety_level >= high_piety_level }
add = 15 #25%
}
if = {
limit = { piety_level >= max_piety_level }
add = 25 #50%
}
}
send_interface_toast = {
type = msg_legend_seed_created
title = holy_seed_toast
left_icon = root.barony
create_legend_seed = {
type = holy
quality = famed
chronicle = saintly_building
properties = {
location = prev
religion = this.religion
faith = this.faith
}
}
}
}
}
if = {
limit = {
any_vassal = {
has_vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_construction
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = parochial
}
add_opinion = {
target = prev
modifier = parochial_approves_holding_construction_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
has_vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_construction
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = zealot
}
add_opinion = {
target = prev
modifier = zealot_approves_temple_construction_opinion
}
}
}
}
}
county = {
if = {
limit = {
holder.culture = { has_cultural_parameter = warmonger_city_founders }
}
change_county_control = 100
}
}
#to give follow-up to the vassal.1001 event
hidden_effect = {
if = {
limit = {
exists = province_owner
}
province_owner = {
save_scope_as = owner_of_province
scope:owner_of_province = {
if = { #Religious liege asked me to build a temple
limit = {
exists = var:promised_to_build_temple
var:promised_to_build_temple = {
is_alive = yes
faith = scope:owner_of_province.faith
}
has_character_flag = promised_liege_temple
}
trigger_event = vassal.1010
}
if = { #Religious vassal asked me to build a temple
limit = {
exists = var:promised_to_build_temple
var:promised_to_build_temple = {
is_alive = yes
faith = scope:owner_of_province.faith
}
has_character_flag = promised_vassal_temple
}
trigger_event = vassal.1110
}
#To remove the variables if the character has died or someone has changed their faith
if = {
limit = {
exists = var:promised_to_build_temple
OR = {
var:promised_to_build_temple = { is_alive = no }
faith != scope:owner_of_province.faith
}
}
remove_variable = promised_to_build_temple
}
}
}
}
}
}
ai_value = {
base = 100
modifier = {
factor = 0
scope:holder = {
NOR = {
government_has_flag = government_is_mandala
faith = { has_doctrine_parameter = NEOW_can_build_citadels }
}
}
}
}
}
temple_citadel_02 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
### GENERIC ###
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_01_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_01_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { "graphical_mediterranean" }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_01_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
#Unique:
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_01_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Unique:
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_01_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Islamic ###
#Unique:
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_01_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx byzantine_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_01_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_01_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Shinto ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Base:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { pagan_gfx }
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_01_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Dharmic ###
#All Dharmics try to use the General Tempel Citadel look
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_02_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_01_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_02_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_siberia graphical_mediterranean graphical_india graphical_mena }
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
}
}
}
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
has_innovation = innovation_city_planning
}
}
}
cost_gold = main_building_tier_2_cost
next_building = temple_citadel_03
levy = normal_building_levy_tier_4
max_garrison = good_building_max_garrison_tier_2
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
province_modifier = {
monthly_income = super_poor_building_tax_tier_2
tax_per_piety_level = super_poor_building_tax_tier_3
fort_level = good_building_fort_level_tier_2
stationed_maa_damage_mult_per_piety_level = 0.03
stationed_maa_toughness_mult_per_piety_level = 0.03
travel_danger = -12
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_culture_modifier = {
parameter = temple_citadel_fort_level_bonus
fort_level = 2
}
county_culture_modifier = {
parameter = temple_citadel_control_bonus
monthly_county_control_growth_add = 0.2
}
province_culture_modifier = {
parameter = castle_fortifications_increase
defender_holding_advantage = 6
}
province_government_modifier = {
parameter = government_is_mandala
monthly_county_control_growth_factor = 0.1
}
character_culture_modifier = {
parameter = castle_grant_prestige
monthly_prestige = 0.03
monthly_dynasty_prestige = 0.02
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety = 0.1
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = castle_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = 2
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 3
}
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character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -2
}
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flag = temple_citadel
on_complete = {
county.holder = {
if = {
limit = {
culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = dynasty
}
dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
}
if = {
limit = {
culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
faith = {
change_fervor = {
value = 2
desc = fervor_gain_upgraded_temple_holding_culture_parameter
}
}
}
}
barony.holder = {
if = {
limit = {
any_vassal = {
has_vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = parochial
}
add_opinion = {
target = prev
modifier = parochial_approves_holding_upgrade_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
has_vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = zealot
}
add_opinion = {
target = prev
modifier = zealot_approves_temple_upgrade_opinion
}
}
}
}
}
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
mandala_upgraded_temple_holding_effect = yes
}
}
# Building Oath
hidden_effect = {
if = {
limit = {
county.holder = {
has_character_modifier = oath_of_buildings
}
}
county.holder = { save_scope_as = holder }
add_random_economic_building_effect = yes
add_random_military_building_effect = yes
add_random_fortification_building_effect = yes
}
}
}
ai_value = {
base = 9
ai_general_building_modifier = yes
modifier = {
add = 1
scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
}
modifier = {
add = 10
scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
modifier = {
factor = 3
scope:holder.capital_province = this
}
modifier = {
factor = 0.1
free_building_slots >= 1
years_from_game_start >= 1
}
modifier = {
factor = 0.1
combined_building_level <= 10
years_from_game_start >= 1
}
#Needed for the initial construction setup for the AI (to avoid the AI spending their free construction setup on upgrading all holdings instead of building buildings)
modifier = {
factor = 0.3
years_from_game_start <= 0.01
}
}
}
temple_citadel_03 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
### GENERIC ###
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { "graphical_mediterranean" }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Unique:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
} #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Islamic ###
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Shinto ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { pagan_gfx }
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_02_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_02_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#All Dharmics try to use the General Tempel Citadel look
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_03_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_01_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_03_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
}
}
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
has_innovation = innovation_manorialism
}
}
}
cost_gold = main_building_tier_3_cost
next_building = temple_citadel_04
levy = normal_building_levy_tier_6
max_garrison = good_building_max_garrison_tier_4
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_5
province_modifier = {
monthly_income = super_poor_building_tax_tier_3
tax_per_piety_level = super_poor_building_tax_tier_5
fort_level = good_building_fort_level_tier_3
stationed_maa_damage_mult_per_piety_level = 0.05
stationed_maa_toughness_mult_per_piety_level = 0.05
travel_danger = -14
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_culture_modifier = {
parameter = temple_citadel_fort_level_bonus
fort_level = 3
}
county_culture_modifier = {
parameter = temple_citadel_control_bonus
monthly_county_control_growth_add = 0.3
}
province_culture_modifier = {
parameter = castle_fortifications_increase
defender_holding_advantage = 10
}
province_government_modifier = {
parameter = government_is_mandala
monthly_county_control_growth_factor = 0.15
}
character_culture_modifier = {
parameter = castle_grant_prestige
monthly_prestige = 0.04
monthly_dynasty_prestige = 0.03
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety_from_buildings_mult = 0.1
monthly_piety = 0.4
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = castle_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = 3
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 4
}
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character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -3
}
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flag = temple_citadel
on_complete = {
county.holder = {
if = {
limit = {
culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = dynasty
}
dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
}
if = {
limit = {
culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
faith = {
change_fervor = {
value = 2
desc = fervor_gain_upgraded_temple_holding_culture_parameter
}
}
}
}
barony.holder = {
if = {
limit = {
any_vassal = {
has_vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = parochial
}
add_opinion = {
target = prev
modifier = parochial_approves_holding_upgrade_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
has_vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = zealot
}
add_opinion = {
target = prev
modifier = zealot_approves_temple_upgrade_opinion
}
}
}
}
}
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
mandala_upgraded_temple_holding_effect = yes
}
}
}
ai_value = {
base = 8
ai_general_building_modifier = yes
modifier = {
add = 1
scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
}
modifier = {
add = 10
scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
modifier = {
factor = 3
scope:holder.capital_province = this
}
modifier = {
factor = 0.2
combined_building_level <= 20
years_from_game_start >= 1
}
}
}
temple_citadel_04 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
### GENERIC ###
#Generic Base:
asset = {
type = pdxmesh
name = "building_western_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_generic_02_mesh"
illustration = @illustration_generic_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_generic_02_mesh"
illustration = @illustration_generic_arid
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } }
graphical_regions = { "graphical_mena" }
}
### Orthodox ###
#Unique:
### Caucasian Orthodox
asset = {
type = pdxmesh
name = "cp6_building_caucasian_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { caucasian_building_gfx } #+2 compared to building_mediterranean_temple_orthodox_01_mesh
graphical_regions = { "graphical_mediterranean" }
}
### Slavic Orthodox
asset = {
type = pdxmesh
name = "cp6_building_eastern_slavic_temple_orthodox_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { "east_slavic_building_gfx" } #+2 compared to base
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_orthodox_02_mesh"
illustration = @illustration_orthodox
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "orthodox_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Orthodox
tibetan_building_gfx mediterranean_building_gfx iberian_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx western_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#If you have no DLC:
east_slavic_building_gfx caucasian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Catholic ###
#Unique:
### Western Catholic
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { western_building_gfx } #+2
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
### Italian Catholic
asset = {
type = pdxmesh
name = "cp6_building_italian_temple_christian_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { mediterranean_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
# FP2 Catholic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_christian_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "building_western_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_christian_02_mesh"
illustration = @illustration_christian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "catholic_gfx" }
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Catholic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC fallbacks:
iberian_building_gfx mediterranean_building_gfx western_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Zoroastrian ###
#Unique:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = entity
name = "fp3_building_persian_temple_02_a_01_entity"
requires_dlc_flag = legacy_of_persia
illustration = @illustration_iranian_zoroastrian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "zoroastrian_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Zoroastrian
tibetan_building_gfx southeast_asian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Islamic ###
#Unique:
### FP2 Islamic variant for Iberia
asset = {
type = pdxmesh
name = "fp2_building_iberian_mosque_02_mesh"
requires_dlc_flag = the_fate_of_iberia
illustration = @illustration_iberian_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iberian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Southeast Asian Mosques
asset = {
type = pdxmesh
name = "cp6_building_se_asia_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { southeast_asian_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Persian Mosques
asset = {
type = pdxmesh
name = "cp6_building_persian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" } #+1
graphical_cultures = { iranian_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### African Mosques
asset = {
type = pdxmesh
name = "cp6_building_african_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { african_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Turkish Mosques
asset = {
type = pdxmesh
name = "cp6_building_turkish_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { steppe_building_gfx byzantine_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
### Indian Mosques
asset = {
type = pdxmesh
name = "cp6_building_indian_temple_islamic_02_mesh"
requires_dlc_flag = holy_buildings
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "islamic_gfx" }
graphical_cultures = { indian_building_gfx tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "building_western_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx
iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia }
}
asset = {
type = pdxmesh
name = "building_mediterranean_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mediterranean" }
}
asset = {
type = pdxmesh
name = "building_indian_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "building_mena_temple_islamic_02_mesh"
illustration = @illustration_islamic
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"islamic_gfx"
#Dlc fallback
zoroastrian_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Islamic
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
african_building_gfx steppe_building_gfx byzantine_building_gfx indian_building_gfx tibetan_building_gfx iranian_building_gfx iberian_building_gfx southeast_asian_building_gfx
}
graphical_regions = { "graphical_mena" }
}
### Tengri ###
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Tengri
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx
japanese_building_gfx chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
asset = {
type = entity
name = "mpo_mongol_temple_01_entity"
illustration = @illustration_tengri
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "tengrism_gfx" "pagan_gfx" } #+1
graphical_cultures = { steppe_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Shinto ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { japanese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = { #Same used everywhere that shinto exists
type = pdxmesh
name = "tgp_building_japanese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_shinto
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/japanese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { shinto_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Shinto
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
chinese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Non-European pagan
asset = {
type = pdxmesh
name = "tgp_building_se_asia_pagan_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_southeast_asian_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { pagan_gfx }
graphical_cultures = { japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx mena_building_gfx iranian_building_gfx arabic_group_building_gfx berber_group_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_east_asia } #+4
}
#Generic Pagan:
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "pagan_gfx" } #+1
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia graphical_siberia } #+4
}
asset = {
type = pdxmesh
name = "building_western_temple_pagan_01_mesh"
illustration = @illustration_northern_pagan
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
pagan_gfx
} #+1
graphical_cultures = {
western_building_gfx byzantine_building_gfx
#DLC Fallback:
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx japanese_building_gfx indian_building_gfx southeast_asian_building_gfx chinese_building_gfx african_building_gfx tibetan_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx
iranian_building_gfx iberian_building_gfx mediterranean_building_gfx norse_building_gfx
} #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia
} #+4
}
### Sinitic ###
#Unique:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { chinese_building_gfx } #+2
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
#Base:
asset = {
type = pdxmesh
name = "tgp_building_chinese_temple_02_mesh"
requires_dlc_flag = all_under_heaven
illustration = @illustration_chinese
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/chinese_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { sinitic_gfx } #+1
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Sinitic
tibetan_building_gfx southeast_asian_building_gfx iranian_building_gfx african_building_gfx steppe_building_gfx
japanese_building_gfx east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx indian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
}
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia } #+4
}
### Dharmic ###
#All Dharmics try to use the General Tempel Citadel look
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_04_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { indian_building_gfx southeast_asian_building_gfx chinese_building_gfx japanese_building_gfx }
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
}
#Tibetan Graphical Culture
asset = {
type = pdxmesh
name = "cp6_building_tibetan_temple_dharmic_01_mesh"
illustration = @illustration_india
requires_dlc_flag = holy_buildings
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = { "dharmic_gfx" }
graphical_cultures = { tibetan_building_gfx }
graphical_regions = { graphical_western graphical_mena graphical_india graphical_mediterranean graphical_steppe graphical_east_asia }
}
#General:
asset = {
type = pdxmesh
name = "tgp_building_se_asia_temple_04_mesh"
illustration = @illustration_seasia
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/sea_temple" soundparameter = { "Tier" = 0 } }
graphical_faiths = {
"dharmic_gfx"
#DLC Fallbacks:
sinitic_gfx shinto_gfx
}
graphical_cultures = { #Note this is all the graphical cultures that have unique temples for any faith - unless its Dharmic
iranian_building_gfx african_building_gfx steppe_building_gfx
east_slavic_building_gfx caucasian_building_gfx
western_building_gfx mediterranean_building_gfx iberian_building_gfx byzantine_building_gfx
arabic_group_building_gfx berber_group_building_gfx mena_building_gfx norse_building_gfx
#DLC Fallbacks:
southeast_asian_building_gfx tibetan_building_gfx chinese_building_gfx japanese_building_gfx indian_building_gfx
}
graphical_regions = { graphical_western graphical_steppe graphical_east_asia graphical_mediterranean graphical_india graphical_mena }
}
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
trigger_if = {
limit = {
NOT = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
}
}
}
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
scope:holder.culture = {
has_cultural_parameter = temple_next_level
has_innovation = innovation_windmills
}
}
}
cost_gold = main_building_tier_4_cost
levy = normal_building_levy_tier_8
max_garrison = good_building_max_garrison_tier_6
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_7
province_modifier = {
monthly_income = super_poor_building_tax_tier_4
tax_per_piety_level = super_poor_building_tax_tier_7
fort_level = good_building_fort_level_tier_4
stationed_maa_damage_mult_per_piety_level = 0.07
stationed_maa_toughness_mult_per_piety_level = 0.07
travel_danger = -16
}
province_terrain_modifier = {
parameter = coastal_holding_bonuses
is_coastal = yes
build_speed = -0.1
}
province_culture_modifier = {
parameter = temple_citadel_fort_level_bonus
fort_level = 4
}
county_culture_modifier = {
parameter = temple_citadel_control_bonus
monthly_county_control_growth_add = 0.4
}
province_culture_modifier = {
parameter = castle_fortifications_increase
defender_holding_advantage = 15
}
province_government_modifier = {
parameter = government_is_mandala
monthly_county_control_growth_factor = 0.2
}
character_culture_modifier = {
parameter = castle_grant_prestige
monthly_prestige = 0.05
monthly_dynasty_prestige = 0.04
}
character_government_modifier = {
parameter = government_is_mandala
monthly_piety_from_buildings_mult = 0.2
monthly_piety = 0.6
}
province_terrain_modifier = {
parameter = maritime_mercantilism_coastal_holdings
is_coastal = yes
tax_mult = maritime_mercantilism_coastal_holdings_value
}
province_terrain_modifier = {
parameter = castle_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = 4
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 5
}
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character_modifier = {
men_at_arms_cap = 1
}
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county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -4
}
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flag = temple_citadel
on_complete = {
county.holder = {
if = {
limit = {
culture = {
has_cultural_parameter = renown_from_temple_construction
}
exists = dynasty
}
dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value }
}
if = {
limit = {
culture = {
has_cultural_parameter = more_fervor_on_church_construction
}
}
faith = {
change_fervor = {
value = 2
desc = fervor_gain_upgraded_temple_holding_culture_parameter
}
}
}
}
barony.holder = {
if = {
limit = {
any_vassal = {
has_vassal_stance = parochial
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = parochial_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = parochial
}
add_opinion = {
target = prev
modifier = parochial_approves_holding_upgrade_opinion
}
}
}
}
if = {
limit = {
any_vassal = {
has_vassal_stance = zealot
}
save_temporary_scope_as = holder_scope
}
custom_tooltip = zealot_vassal_approves_holding_upgrade
hidden_effect = {
every_vassal = {
limit = {
has_vassal_stance = zealot
}
add_opinion = {
target = prev
modifier = zealot_approves_temple_upgrade_opinion
}
}
}
}
}
scope:character = {
if = {
limit = { government_has_flag = government_is_mandala }
mandala_upgraded_temple_holding_effect = yes
}
}
}
ai_value = {
base = 17
ai_general_building_modifier = yes
modifier = {
add = 1
scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle }
}
modifier = {
factor = 3
scope:holder.capital_province = this
}
modifier = {
factor = 0.2
combined_building_level <= 30
years_from_game_start >= 1
}
}
}
####
#
# Temple Citadel Buildings
#
####
### Citadel Shrine
citadel_shrine_01 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_citadel_01
scope:holder = { government_has_flag = government_is_mandala }
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
levy = normal_building_levy_tier_1
character_modifier = {
monthly_piety = 0.05
monthly_prestige = 0.05
}
province_modifier = {
fort_level = normal_building_fort_level_tier_1
stationed_maa_damage_mult_per_piety_level = 0.01
stationed_maa_toughness_mult_per_piety_level = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_02
type_icon = "icon_structure_citadel_shrine.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_pious_building_preference_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
}
}
citadel_shrine_02 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_citadel_01
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_city_planning
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
levy = normal_building_levy_tier_2
character_modifier = {
monthly_piety = 0.1
monthly_prestige = 0.1
}
province_modifier = {
fort_level = normal_building_fort_level_tier_2
stationed_maa_damage_mult_per_piety_level = 0.02
stationed_maa_toughness_mult_per_piety_level = 0.02
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_03
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
citadel_shrine_03 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_02
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_manorialism
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
levy = normal_building_levy_tier_3
character_modifier = {
monthly_piety = 0.15
monthly_prestige = 0.15
}
province_modifier = {
fort_level = normal_building_fort_level_tier_3
stationed_maa_damage_mult_per_piety_level = 0.04
stationed_maa_toughness_mult_per_piety_level = 0.04
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_04
ai_value = {
base = 8
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
citadel_shrine_04 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_02
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_manorialism
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
levy = normal_building_levy_tier_4
character_modifier = {
monthly_piety = 0.2
monthly_prestige = 0.2
}
province_modifier = {
fort_level = normal_building_fort_level_tier_4
stationed_maa_damage_mult_per_piety_level = 0.05
stationed_maa_toughness_mult_per_piety_level = 0.05
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_05
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
citadel_shrine_05 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_03
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_windmills
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
levy = normal_building_levy_tier_5
character_modifier = {
monthly_piety = 0.25
monthly_prestige = 0.25
}
province_modifier = {
fort_level = normal_building_fort_level_tier_5
stationed_maa_damage_mult_per_piety_level = 0.06
stationed_maa_toughness_mult_per_piety_level = 0.06
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_06
ai_value = {
base = 6
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
citadel_shrine_06 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_03
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_windmills
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
levy = normal_building_levy_tier_6
character_modifier = {
monthly_piety = 0.3
monthly_prestige = 0.3
}
province_modifier = {
fort_level = normal_building_fort_level_tier_6
stationed_maa_damage_mult_per_piety_level = 0.07
stationed_maa_toughness_mult_per_piety_level = 0.07
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_07
ai_value = {
base = 5
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
citadel_shrine_07 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_04
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_cranes
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
levy = normal_building_levy_tier_7
character_modifier = {
monthly_piety = 0.35
monthly_prestige = 0.35
}
province_modifier = {
fort_level = normal_building_fort_level_tier_7
stationed_maa_damage_mult_per_piety_level = 0.08
stationed_maa_toughness_mult_per_piety_level = 0.08
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = citadel_shrine_08
ai_value = {
base = 4
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
citadel_shrine_08 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_03
scope:holder = { government_has_flag = government_is_mandala }
culture = {
has_innovation = innovation_cranes
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
levy = normal_building_levy_tier_8
character_modifier = {
monthly_piety = 0.4
monthly_prestige = 0.4
}
province_modifier = {
fort_level = normal_building_fort_level_tier_8
stationed_maa_damage_mult_per_piety_level = 0.1
stationed_maa_toughness_mult_per_piety_level = 0.1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
### Sacred Pool
sacred_pool_01 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_citadel_01
scope:holder = { government_has_flag = government_is_mandala }
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
character_modifier = {
monthly_piety_gain_mult = 0.01
}
county_modifier = {
county_opinion_add = 5
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_1
tax_per_piety_level = super_poor_building_tax_tier_1
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.01
development_growth_factor = normal_building_development_growth_factor_tier_1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_02
type_icon = "icon_structure_sacred_pool.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_pious_building_preference_modifier = yes
modifier = {
factor = 2
free_building_slots <= 1
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
}
}
sacred_pool_02 = {
construction_time = standard_construction_time
can_construct_potential = {
has_building_or_higher = temple_citadel_01
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
character_modifier = {
monthly_piety_gain_mult = 0.02
}
county_modifier = {
county_opinion_add = 5
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_2
tax_per_piety_level = super_poor_building_tax_tier_2
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.02
development_growth_factor = normal_building_development_growth_factor_tier_2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_03
ai_value = {
base = 9
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
sacred_pool_03 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_02
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
character_modifier = {
monthly_piety_gain_mult = 0.03
}
county_modifier = {
county_opinion_add = 10
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_3
tax_per_piety_level = super_poor_building_tax_tier_3
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.03
development_growth_factor = normal_building_development_growth_factor_tier_3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_04
ai_value = {
base = 8
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
sacred_pool_04 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_02
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
culture = {
has_innovation = innovation_manorialism
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
scope:holder.culture = {
has_innovation = innovation_city_planning
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
character_modifier = {
monthly_piety_gain_mult = 0.04
}
county_modifier = {
county_opinion_add = 10
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_4
tax_per_piety_level = super_poor_building_tax_tier_4
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.04
development_growth_factor = normal_building_development_growth_factor_tier_4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_05
ai_value = {
base = 7
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
sacred_pool_05 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_03
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety_gain_mult = 0.05
}
county_modifier = {
county_opinion_add = 15
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_5
tax_per_piety_level = super_poor_building_tax_tier_5
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.05
development_growth_factor = normal_building_development_growth_factor_tier_5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_06
ai_value = {
base = 6
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
sacred_pool_06 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_03
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
culture = {
has_innovation = innovation_windmills
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
character_modifier = {
monthly_piety_gain_mult = 0.06
}
county_modifier = {
county_opinion_add = 15
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_6
tax_per_piety_level = super_poor_building_tax_tier_6
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.06
development_growth_factor = normal_building_development_growth_factor_tier_6
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_07
ai_value = {
base = 5
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
sacred_pool_07 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_04
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
character_modifier = {
monthly_piety_gain_mult = 0.07
}
county_modifier = {
county_opinion_add = 20
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_7
tax_per_piety_level = super_poor_building_tax_tier_7
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.07
development_growth_factor = normal_building_development_growth_factor_tier_7
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = sacred_pool_08
ai_value = {
base = 4
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
sacred_pool_08 = {
construction_time = standard_construction_time
can_construct = {
has_building_or_higher = temple_citadel_03
scope:holder = { government_has_flag = government_is_mandala }
trigger_if = {
limit = {
NOT = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
}
}
culture = {
has_innovation = innovation_cranes
}
}
trigger_else = {
culture = {
has_cultural_parameter = may_build_sacred_pools_ahead_of_time
}
scope:holder.culture = {
has_innovation = innovation_windmills
}
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
character_modifier = {
monthly_piety_gain_mult = 0.08
}
county_modifier = {
county_opinion_add = 20
}
province_modifier = {
defender_holding_advantage = poor_building_advantage_tier_8
tax_per_piety_level = super_poor_building_tax_tier_8
}
county_culture_modifier = {
parameter = sacred_pool_additional_bonuses
build_gold_cost = -0.08
development_growth_factor = normal_building_development_growth_factor_tier_8
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
### Vihara Halls
vihara_halls_01 = {
construction_time = standard_construction_time
can_construct_potential = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_01
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
levy = small_building_levy_tier_1
county_holder_character_modifier = {
owned_legend_spread_mult = 0.05
legitimacy_gain_mult = 0.01
}
county_modifier = {
monthly_county_control_growth_add = 0.1
development_growth = low_building_development_growth_tier_1
}
character_modifier = {
monthly_piety = 0.1
monthly_dynasty_prestige = 0.01
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_02
type_icon = "icon_structure_vihara_halls.dds"
ai_value = {
base = 10
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_tier_1_pious_building_preference_modifier = yes
modifier = {
factor = 2
free_building_slots <= 1
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
}
}
vihara_halls_02 = {
construction_time = standard_construction_time
can_construct_potential = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_01
culture = {
has_innovation = innovation_city_planning
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
levy = small_building_levy_tier_2
county_holder_character_modifier = {
owned_legend_spread_mult = 0.1
legitimacy_gain_mult = 0.02
}
character_modifier = {
monthly_piety = 0.2
monthly_dynasty_prestige = 0.02
}
county_modifier = {
monthly_county_control_growth_add = 0.2
development_growth = low_building_development_growth_tier_2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vihara_halls_03 = {
construction_time = standard_construction_time
can_construct = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_02
culture = {
has_innovation = innovation_manorialism
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
levy = small_building_levy_tier_3
county_holder_character_modifier = {
owned_legend_spread_mult = 0.15
legitimacy_gain_mult = 0.03
}
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige = 0.03
}
county_modifier = {
monthly_county_control_growth_add = 0.3
development_growth = low_building_development_growth_tier_3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vihara_halls_04 = {
construction_time = standard_construction_time
can_construct = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_02
culture = {
has_innovation = innovation_manorialism
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
levy = small_building_levy_tier_4
county_holder_character_modifier = {
owned_legend_spread_mult = 0.2
legitimacy_gain_mult = 0.04
}
character_modifier = {
monthly_piety = 0.4
monthly_dynasty_prestige = 0.04
}
county_modifier = {
monthly_county_control_growth_add = 0.4
development_growth = low_building_development_growth_tier_4
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vihara_halls_05 = {
construction_time = standard_construction_time
can_construct = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_03
culture = {
has_innovation = innovation_windmills
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
levy = small_building_levy_tier_5
county_holder_character_modifier = {
owned_legend_spread_mult = 0.25
legitimacy_gain_mult = 0.05
}
character_modifier = {
monthly_piety = 0.5
monthly_dynasty_prestige = 0.05
}
county_modifier = {
monthly_county_control_growth_add = 0.5
development_growth = low_building_development_growth_tier_5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vihara_halls_06 = {
construction_time = standard_construction_time
can_construct = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_03
culture = {
has_innovation = innovation_windmills
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
levy = small_building_levy_tier_6
county_holder_character_modifier = {
owned_legend_spread_mult = 0.3
legitimacy_gain_mult = 0.06
}
character_modifier = {
monthly_piety = 0.6
monthly_dynasty_prestige = 0.06
}
county_modifier = {
monthly_county_control_growth_add = 0.6
development_growth = low_building_development_growth_tier_6
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vihara_halls_07 = {
construction_time = standard_construction_time
can_construct = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_04
culture = {
has_innovation = innovation_cranes
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
levy = small_building_levy_tier_7
county_holder_character_modifier = {
owned_legend_spread_mult = 0.35
legitimacy_gain_mult = 0.07
}
character_modifier = {
monthly_piety = 0.7
monthly_dynasty_prestige = 0.07
}
county_modifier = {
monthly_county_control_growth_add = 0.7
development_growth = low_building_development_growth_tier_7
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
next_building = vihara_halls_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
vihara_halls_08 = {
construction_time = standard_construction_time
can_construct = {
scope:holder = { government_has_flag = government_is_mandala }
has_building_or_higher = temple_citadel_03
culture = {
has_innovation = innovation_cranes
}
has_dlc = "All Under Heaven"
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
levy = small_building_levy_tier_8
county_holder_character_modifier = {
owned_legend_spread_mult = 0.4
legitimacy_gain_mult = 0.08
}
character_modifier = {
monthly_piety = 0.8
monthly_dynasty_prestige = 0.08
}
county_modifier = {
monthly_county_control_growth_add = 0.8
development_growth = low_building_development_growth_tier_8
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_building_effect = yes
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}