N3OW/common/buildings/NEOW_special_buildings.txt

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########################################
# EUROPA
########################################
##########
# Leuven University
##########
leuven_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Court of Europa
##########
court_of_europa_01 = {
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construction_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_manorialism }
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 750
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.25
monthly_dynasty_prestige_mult = 0.05
monthly_prestige = 0.25
legitimacy_gain_mult = 0.10
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.15
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 2
fort_level = 2
garrison_size = 0.50
defender_holding_advantage = 3
travel_danger = -15
}
next_building = court_of_europa_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
court_of_europa_02 = {
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construction_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_windmills }
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 2000
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.10
monthly_dynasty_prestige = 0.50
monthly_dynasty_prestige_mult = 0.10
monthly_prestige = 0.50
legitimacy_gain_mult = 0.15
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.25
hostile_raid_time = 0.75
}
province_modifier = {
monthly_income = 3.50
fort_level = 5
garrison_size = 1
defender_holding_advantage = 5
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Walls of Nijmegen
##########
walls_of_nijmegen_01 = {
construction_time = very_slow_construction_time
type_icon = "toledo.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_mottes }
building_requirement_tribal = no
}
cost_gold = 500
county_modifier = {
hostile_raid_time = 0.35
development_growth_factor = 0.15
development_growth = 0.15
}
province_modifier = {
monthly_income = 0.75
fort_level = 2
defender_holding_advantage = 2
garrison_size = 0.15
travel_danger = -15
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Port of Amsterdam
##########
port_of_amsterdam_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 500
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1.50
}
next_building = port_of_amsterdam_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_amsterdam_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 1000
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 4
}
next_building = port_of_amsterdam_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_amsterdam_03 = {
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construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 2000
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 9
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Port of Antwerpen
##########
port_of_antwerpen_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
}
next_building = port_of_antwerpen_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_antwerpen_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
next_building = port_of_antwerpen_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_antwerpen_03 = {
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construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 7.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Zone Rouge - Area filled with unexlpoded munition and other dangerous things left from WW1, as of today its still dangerous and decomposing might take a few thousand years ; cannot be properly cleared without modern equipment
##########
zone_rouge_01 = {
construction_time = very_slow_construction_time
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type_icon = "icon_building_poppy.dds"
can_construct_potential = {
}
cost_gold = 50
county_modifier = {
development_growth_factor = -0.10
tax_mult = -0.05
county_opinion_add = -5
}
province_modifier = {
travel_danger = 20
defender_holding_advantage = 1
holding_build_gold_cost = 0.15
build_gold_cost = 0.15
build_speed = 0.15
supply_limit_mult = -0.20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature
}
##########
# Verdun Memorial
##########
verdun_memorial_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
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construction_time = very_slow_construction_time
type_icon = "icon_building_verdun.dds"
can_construct_potential = {
scope:holder = {
OR = { religion = religion:europeanist_religion }
}
}
is_enabled = {
scope:holder = {
OR = { religion = religion:europeanist_religion }
}
}
cost_gold = 750
county_holder_character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.10
clergy_opinion = 5
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.1
county_opinion_add = 5
}
province_modifier = {
monthly_income = 1.50
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
########################################
# FRANCE
########################################
##########
# Tour Eiffel / Eiffel Tower - only the first story remain, due to technology wont be able to be reconstructed, only maintained
##########
tour_eiffel_01 = {
constrcution_time = very_slow_construction_time
type_icon = "tour_eiffel.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
county_holder_character_modifier = {
monthly_prestige = 1
monthly_piety_gain_mult = 0.1
monthly_dynasty_prestige = 0.25
monthly_dynasty_prestige_mult = 0.05
legitimacy_gain_mult = 0.05
diplomacy_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.2
development_growth = 0.25
development_growth_factor = 0.2
county_opinion_add = 10
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Napoleon's line - series of repurposed Napoleonic forts near Paris (mostly constructed post-event)
##########
napoleon_line_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_visby_ringmur.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
county_modifier = {
hostile_raid_time = 0.25
development_growth_factor = 0.10
development_growth = 0.10
}
province_modifier = {
monthly_income = 0.50
fort_level = 2
defender_holding_advantage = 2
garrison_size = 0.25
travel_danger = -10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = napoleon_line_02
type = special
flag = travel_point_of_interest_martial
}
napoleon_line_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_york_walls.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
highest_held_title_tier >= tier_duchy
}
cost_gold = 1500
county_holder_character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
hostile_raid_time = 0.5
development_growth_factor = 0.20
development_growth = 0.20
county_opinion_add = 10
}
province_modifier = {
monthly_income = 1.50
fort_level = 5
defender_holding_advantage = 5
garrison_size = 0.35
travel_danger = -20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Palace of Versailles - mostly broken down and most of the gold was robbed
##########
palace_versailles_01 = {
construction_time = very_slow_construction_time
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type_icon = "icon_building_versailles.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_bailiffs }
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 500
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.15
monthly_dynasty_prestige_mult = 0.05
monthly_prestige = 0.20
courtly_tax_contribution_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 1
}
next_building = palace_versailles_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
palace_versailles_02 = {
construction_time = very_slow_construction_time
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type_icon = "icon_building_versailles.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_guilds }
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.25
monthly_dynasty_prestige_mult = 0.1
monthly_prestige = 0.35
legitimacy_gain_mult = 0.05
courtly_tax_contribution_mult = 0.10
diplomacy_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.20
county_opinion_add = 5
}
province_modifier = {
monthly_income = 2
}
next_building = palace_versailles_03
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
palace_versailles_03 = {
construction_time = very_slow_construction_time
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type_icon = "icon_building_versailles.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_noblesse_oblige}
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 2000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.35
monthly_dynasty_prestige_mult = 0.15
monthly_prestige = 0.50
legitimacy_gain_mult = 0.10
courtly_tax_contribution_mult = 0.15
diplomacy_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.25
development_growth = 0.25
development_growth_factor = 0.30
county_opinion_add = 10
}
province_modifier = {
monthly_income = 3.50
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Port of Calais
##########
port_of_calais_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 500
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1.50
}
next_building = port_of_calais_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_calais_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 1000
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 4
}
next_building = port_of_calais_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_calais_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 2000
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 9
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Académie de l'Absurde - post-event university established by Isildur
##########
academie_labsurde_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cluny_abbey.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Palace of Fontainebleau
##########
palace_fontainebleau_01 = {
construction_time = very_slow_construction_time
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type_icon = "icon_building_fountainebleau.dds"
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_bailiffs }
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 500
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.10
monthly_dynasty_prestige_mult = 0.05
monthly_prestige = 0.15
courtly_tax_contribution_mult = 0.05
}
county_modifier = {
tax_mult = 0.05
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 0.75
}
next_building = palace_fontainebleau_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
palace_fontainebleau_02 = {
construction_time = very_slow_construction_time
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type_icon = "icon_building_fountainebleau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_guilds }
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 800
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.20
monthly_dynasty_prestige_mult = 0.1
monthly_prestige = 0.25
legitimacy_gain_mult = 0.05
courtly_tax_contribution_mult = 0.10
diplomacy_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.15
development_growth_factor = 0.15
county_opinion_add = 5
}
province_modifier = {
monthly_income = 1.50
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# University of Montpellier
##########
montpellier_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.1
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
}
province_modifier = {
monthly_income = 0.50
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
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##########
# Capitole de Toulouse - administrative center of Southern France
##########
capitole_toulouse_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_achen.dds"
can_construct_potential = {
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_prestige = 0.35
legitimacy_gain_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1.50
garrison_size = 0.15
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Château de Bretagne - center of Britanny ; post event
##########
chateau_bretagne_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_leisure_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 500
county_holder_character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 1
}
next_building = chateau_bretagne_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
chateau_bretagne_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_leisure_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_guilds }
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.10
monthly_dynasty_prestige_mult = 0.15
monthly_prestige_gain_mult = 0.15
monthly_prestige = 0.25
courtly_tax_contribution_mult = 0.05
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Fort de Bordeaux - post-event, large fort/naval fort
##########
fort_de_bordeaux_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_walls_of_genoa.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1500
county_holder_character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.25
development_growth = 0.20
development_growth_factor = 0.25
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 2.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
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garrison_size = 0.20
travel_danger = -15
}
ai_value = {
base = 100
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ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
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}
##########
# Fortified Port of Monaco
##########
fortified_port_of_monaco_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.05
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garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_monaco_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_monaco_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
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garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_monaco_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_monaco_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
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garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Port of La Rochelle
##########
port_of_la_rochelle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
}
next_building = port_of_la_rochelle_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_la_rochelle_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
next_building = port_of_la_rochelle_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_la_rochelle_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
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scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 7.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Mont-Saint-Michel
##########
mont_saint_michel_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_mont_st_michel.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 750
county_holder_character_modifier = {
monthly_piety = 0.20
holy_order_hire_cost_mult = -0.10
clergy_opinion = 5
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.15
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 1.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
garrison_size = 0.15
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
########################################
# IBERIA
########################################
##########
# Fortress Monastery of Andorra
##########
fortress_andorra_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_falak_ol_aflak_citadel.dds"
can_construct_potential = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
is_enabled = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
cost_gold = 1000
character_modifier = {
monthly_piety_gain_mult = 0.1
zealot_opinion = 5
}
county_modifier = {
hostile_raid_time = 0.5
}
province_modifier = {
fort_level = 4
defender_holding_advantage = 4
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Statue of Clorinda - the spanish-morrocan tomboy hero of fame and fortune, saving the last bonaparte around the border
##########
statue_clorinda_01 = {
asset = {
type = pdxmesh
name = "fp4_legendary_mediterranean_monument_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_statue.dds"
is_enabled = {
alw ays = yes
}
constrcution_time = very_slow_construction_time
cost = {
gold = 1000
}
character_modifier = {
glory_hound_opinion = 5
glory_hound_tax_contribution_mult = 0.05
monthly_dynasty_prestige_mult = 0.1
monthly_prestige_gain_mult = 0.2
}
county_modifier = {
county_opinion_add = 5
}
province_modifier = {
stationed_maa_damage_add = 20
stationed_maa_damage_mult = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Sagrada Familia
##########
sagrada_familia_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.35
monthly_piety_gain_mult = 0.10
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
monthly_county_control_growth_factor = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth_factor = 0.15
development_growth = 0.20
}
province_modifier = {
monthly_income = 2.50
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Cathedral de Santiago de Compostela
##########
holy_site_basilica_santiago_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_basilica_santiago_mesh"
}
construction_time = very_slow_construction_time
type_icon = "compostela.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_muslim_christian_or_holy_site_trigger
OR = {
scope:holder = {
religion = religion:islam_religion
}
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_dynasty_prestige_mult = 0.05
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# The Grand Cathedral of Seville - center of the Sevillian church
##########
cathedral_seville_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_saint_lazarus.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.50
monthly_piety_gain_mult = 0.15
holy_order_hire_cost_mult = -0.10
clergy_opinion = 10
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Tomb of Thez the Mighty (Faro)
##########
tomb_thez_mighty_01 = {
asset = {
type = pdxmesh
name = "fp3_building_special_tomb_of_cyrus_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tomb_of_cyrus.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
character_modifier = {
close_relative_opinion = 10
negate_health_penalty_add = 0.1
monthly_dynasty_prestige_mult = 0.05
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
monthly_county_control_growth_add = 0.5
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Belém Tower (Lisbon, NOT Brazil)
##########
belem_tower_01 = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_watchtower_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_watchtower.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 500
character_modifier = {
monthly_prestige = 0.15
}
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.15
hostile_raid_time = 0.25
}
province_modifier = {
defender_holding_advantage = 2
fort_level = 2
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
}
max_garrison = 350
next_building = belem_tower_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
belem_tower_02 = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_watchtower_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_watchtower.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 500
character_modifier = {
monthly_prestige = 0.50
}
county_modifier = {
development_growth = 0.20
development_growth_factor = 0.25
tax_mult = 0.10
hostile_raid_time = 0.50
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 4
monthly_income = 2.50
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
travel_danger = -10
}
max_garrison = 750
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Toledo Steelworks
##########
toledo_steelworks_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_powder_magazine.dds"
effect_desc = windfurnaces_effects_desc
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 750
character_modifier = {
knight_effectiveness_mult = 0.05
}
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.10
tax_mult = 0.10
}
province_modifier = {
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
stationed_siege_weapon_siege_value_mult = 0.10
monthly_income = 1
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
directive_to_build_military_modifier = yes
}
next_building = toledo_steelworks_02
type = special
flag = travel_point_of_interest_martial
flag = travel_point_of_interest_economic
}
toledo_steelworks_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_powder_magazine.dds"
effect_desc = windfurnaces_effects_desc
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
character_modifier = {
knight_effectiveness_mult = 0.10
stewardship_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.20
development_growth_factor = 0.25
tax_mult = 0.25
}
province_modifier = {
stationed_maa_damage_mult = 0.40
stationed_maa_toughness_mult = 0.40
stationed_siege_weapon_siege_value_mult = 0.25
monthly_income = 2.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
directive_to_build_military_modifier = yes
}
next_building = toledo_steelworks_03
type = special
flag = travel_point_of_interest_martial
flag = travel_point_of_interest_economic
}
toledo_steelworks_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_powder_magazine.dds"
effect_desc = windfurnaces_effects_desc
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_cranes }
building_requirement_castle_city_church = { LEVEL = 04 }
}
cost_gold = 2500
character_modifier = {
knight_effectiveness_mult = 0.15
stewardship_per_prestige_level = 2
martial_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.30
development_growth_factor = 0.35
tax_mult = 0.35
}
province_modifier = {
stationed_maa_damage_mult = 0.80
stationed_maa_toughness_mult = 0.80
stationed_siege_weapon_siege_value_mult = 0.50
monthly_income = 5
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
directive_to_build_military_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
flag = travel_point_of_interest_economic
}
##########
# The Great Cathedral-Mosque of Cordoba
##########
cathedral_mosque_cordoba_01 = {
asset = {
type = pdxmesh
name = "monument_mezquita_de_cordoba_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_cordoba.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
religion = religion:islam_religion
}
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.35
monthly_piety_gain_mult = 0.10
holy_order_hire_cost_mult = -0.15
clergy_opinion = 5
monthly_county_control_growth_factor = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth_factor = 0.15
development_growth = 0.20
}
province_modifier = {
monthly_income = 2.50
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Almeria Castle
##########
almeria_castle_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 4
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.15
travel_danger = -20
}
max_garrison = 500
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Alhambra (vanilla)
##########
alhambra_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 2000
character_modifier = {
monthly_prestige_gain_mult = 0.10
}
county_modifier = {
development_growth = 0.3
development_growth_factor = 0.25
monthly_county_control_growth_add = 1
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 6
monthly_income = 2
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.15
travel_danger = -20
}
max_garrison = 750
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Alcazar de Segovia (vanilla)
##########
alcazar_of_segovia_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alcazar_de_segovia_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 4
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.15
travel_danger = -20
}
max_garrison = 500
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Farum Brigantium (vanilla)
##########
tower_of_hercules_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_tower_of_hercules_mesh"
}
construction_time = very_slow_construction_time
type_icon = "hercules.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
naval_movement_speed_mult = 0.25
embarkation_cost_mult = -0.25
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# Fortress of Gibraltar
##########
fortress_of_gibraltar_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_rock_of_gibraltar_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_kassiopi_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 500
character_modifier = {
martial_per_prestige_level = 1
monthly_prestige = 0.25
}
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.15
hostile_raid_time = 0.35
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 3
monthly_income = 1.50
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
}
max_garrison = 500
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Aljaféria Palace (vanilla)
##########
aljaferia_palace_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_aljaferia_mesh"
}
construction_time = very_slow_construction_time
type_icon = "aljaferia.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.05
diplomacy_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.5
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 4
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.15
travel_danger = -20
}
max_garrison = 500
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Universidad Complutense de Madrid
##########
madrid_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# University of Coimbra
##########
university_coimbra_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.1
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
}
province_modifier = {
monthly_income = 0.50
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Port of Valencia
##########
port_of_valencia_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
}
next_building = port_of_valencia_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_valencia_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
next_building = port_of_valencia_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_valencia_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 7.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Fortified port of Porto
##########
fortified_port_of_porto_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.05
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_porto_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_porto_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_porto_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_porto_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Fortress of Pamplona
##########
fortress_pamplona_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_alhambra_01_mesh"
}
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 2000
character_modifier = {
monthly_prestige_gain_mult = 0.15
monthly_prestige = 0.25
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.25
monthly_county_control_growth_add = 1
tax_mult = 0.15
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 4
monthly_income = 1
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
travel_danger = -15
}
max_garrison = 750
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Fortified port of Malaga
##########
fortified_port_of_malaga_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.05
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_malaga_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_malaga_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_malaga_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_malaga_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
########################################
# ALPINREICH
########################################
##########
# Statue of Isildur Bonaparte - in the og mod
##########
statue_isildur_01 = {
asset = {
type = pdxmesh
name = "fp4_legendary_mediterranean_monument_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_statue.dds"
is_enabled = {
alw ays = yes
}
constrcution_time = very_slow_construction_time
cost = {
gold = 1000
}
character_modifier = {
glory_hound_opinion = 5
glory_hound_tax_contribution_mult = 0.05
monthly_dynasty_prestige_mult = 0.1
monthly_prestige_gain_mult = 0.2
}
county_modifier = {
county_opinion_add = 5
}
province_modifier = {
stationed_maa_damage_add = 20
stationed_maa_damage_mult = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Fourvière - historic core of the city of Lyon
##########
fourviere_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_jvari_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 500
county_holder_character_modifier = {
monthly_piety = 0.25
monthly_prestige = 0.25
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
tax_mult = 0.25
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# University of Zurich
##########
university_zurich_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Capitale de Bern - post-event, big diplomatic and economic hub
##########
capitale_bern_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_despot_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
effect_desc = feast_cost_discount_max_desc
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_dynasty_prestige = 0.25
monthly_dynasty_prestige_mult = 0.10
monthly_prestige = 0.35
monthly_prestige_gain_mult = 0.15
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
flag = travel_point_of_interest_economic
}
##########
# Palais des Nations - UN place, Geneva
##########
palais_des_nations_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_holy_wisdom.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1000
effect_desc = feast_cost_discount_max_desc
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_prestige = 0.25
monthly_prestige_gain_mult = 0.10
monthly_piety = 0.25
monthly_piety_gain_mult = 0.20
holy_order_hire_cost_mult = -0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 2.50
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
flag = travel_point_of_interest_economic
}
##########
# Mountain fortress of Lugano - post-event fortifications
##########
mountain_fortress_lugano_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 500
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.10
monthly_county_control_growth_add = 0.20
tax_mult = 0.05
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 3
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
travel_danger = -15
}
max_garrison = 500
next_building = mountain_fortress_lugano_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
mountain_fortress_lugano_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
monthly_county_control_growth_add = 0.50
tax_mult = 0.10
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 6
monthly_income = 2.50
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
travel_danger = -25
}
max_garrison = 1000
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Mountain fortress of Bolzano
##########
mountain_fortress_bolzano_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 500
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.10
monthly_county_control_growth_add = 0.20
tax_mult = 0.05
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 3
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
travel_danger = -15
}
max_garrison = 500
next_building = mountain_fortress_bolzano_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
mountain_fortress_bolzano_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
monthly_county_control_growth_add = 0.50
tax_mult = 0.10
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 6
monthly_income = 2.50
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
travel_danger = -25
}
max_garrison = 1000
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Mountain Fortress of Innsbruck
##########
mountain_fortress_innsbruck_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 500
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.10
monthly_county_control_growth_add = 0.20
tax_mult = 0.05
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 3
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
travel_danger = -15
}
max_garrison = 500
next_building = mountain_fortress_innsbruck_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
mountain_fortress_innsbruck_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
monthly_county_control_growth_add = 0.50
tax_mult = 0.10
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 6
monthly_income = 2.50
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
travel_danger = -25
}
max_garrison = 1000
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
########################################
# ITALIA
########################################
##########
# Plaza de Toros (Palma - Mallorca) - bull fighting arena
##########
plaza_de_toros_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_dau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 750
county_modifier = {
hostile_raid_time = 0.15
county_opinion_add = 10
tax_mult = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = plaza_de_toros_02
type = special
flag = travel_point_of_interest_economic
}
plaza_de_toros_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_dau.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
county_holder_character_modifier = {
monthly_prestige_gain_mult = 0.10
monthly_prestige = 0.20
stewardship_per_prestige_level = 1
}
county_modifier = {
hostile_raid_time = 0.25
county_opinion_add = 20
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Leaning Tower of Pisa
##########
leaning_tower_of_pisa_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_legendary_watchtower.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 500
county_holder_character_modifier = {
monthly_prestige = 0.50
monthly_prestige_gain_mult = 0.25
diplomacy_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.15
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Galleria Vittorio Emanuele II - MAJOR trade hub
##########
galleria_vittorio_emanuele_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 500
county_holder_character_modifier = {
monthly_prestige = 0.20
monthly_prestige_gain_mult = 0.10
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 2
}
next_building = galleria_vittorio_emanuele_02
ai_value = {
base = 100
ai_general_building_modifier = yes
}
type = special
flag = travel_point_of_interest_economic
}
galleria_vittorio_emanuele_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 500
county_holder_character_modifier = {
monthly_prestige = 0.35
monthly_prestige_gain_mult = 0.15
stewardship_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.25
development_growth = 0.25
development_growth_factor = 0.25
}
province_modifier = {
monthly_income = 5
}
next_building = galleria_vittorio_emanuele_03
ai_value = {
base = 100
ai_general_building_modifier = yes
}
type = special
flag = travel_point_of_interest_economic
}
galleria_vittorio_emanuele_03 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_special_silk_road_market.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_cranes }
building_requirement_castle_city_church = { LEVEL = 04 }
}
cost_gold = 500
county_holder_character_modifier = {
monthly_prestige = 0.50
monthly_prestige_gain_mult = 0.25
stewardship_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.35
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 10
}
ai_value = {
base = 100
ai_general_building_modifier = yes
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Royal Palace of Turin
##########
royal_palace_torino_01 = {
construction_time = very_slow_construction_time
type_icon = "domicile_building_estate.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_dynasty_prestige = 0.20
monthly_dynasty_prestige_mult = 0.10
monthly_prestige = 0.20
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 2.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Monte Cassino Monastery
##########
monte_cassino_monastery_01 = {
asset = {
type = pdxmesh
name = ep3_saint_catherine_monastery_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_saint_catherine.dds"
cost_gold = 1000
can_construct = {
}
is_enabled = {
OR = { scope:holder.faith.religion = religion:eastern_orthodox_religion scope:holder.faith.religion = religion:catholic_religion scope:holder.faith.religion = religion:protestant_religion }
}
character_modifier = {
monthly_piety = 0.3
religious_vassal_opinion = 5
monthly_county_control_growth_factor = 0.2
monthly_lifestyle_xp_gain_mult = 0.10
cultural_head_fascination_mult = 0.10
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
tax_mult = 0.20
}
province_modifier = {
monthly_income = 1
fort_level = 2
defender_holding_advantage = 5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Doge's Palace (vanilla)
##########
doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so...
construction_time = very_slow_construction_time
effect_desc = feast_cost_discount_max_desc
type_icon = "icon_structure_doges_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder = {
custom_tooltip = {
text = government_is_not_republic_or_admin_desc
OR = {
government_has_flag = government_is_republic
government_has_flag = government_is_urepublic
government_has_flag = government_is_prepublic
government_has_flag = government_is_administrative
}
}
}
}
cost_gold = 1000
county_holder_character_modifier = {
monthly_influence = 0.50
monthly_influence_mult = 0.25
}
county_modifier = {
development_growth_factor = 0.30
development_growth = 0.30
hostile_raid_time = 0.50
}
province_modifier = {
garrison_size = 1
fort_level = 3
levy_size = 1
monthly_income = 4
defender_holding_advantage = 10
travel_danger = -20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# University of Bologna
##########
university_bologna_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
stewardship_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_prestige = 0.25
}
county_modifier = {
tax_mult = 0.10
development_growth_factor = 0.20
development_growth = 0.20
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# University of Seina (vanilla)
##########
siena_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_university_of_siena.dds"
can_construct_potential = {
building_requirement_tribal = no
building_university_requirement = yes
}
can_construct = {
}
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
cost_gold = 1000
character_modifier = {
learning_per_prestige_level = 1
intrigue_per_prestige_level = 1
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_dynasty_prestige = 0.25
}
county_modifier = {
development_growth_factor = 0.2
development_growth = 0.3
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# St. Peters Basilica - Vaticano, center of Roman Catholicism
##########
st_peters_basilica_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_dome_of_the_rock.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.50
monthly_piety_gain_mult = 0.15
holy_order_hire_cost_mult = -0.10
clergy_opinion = 10
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.2
development_growth = 0.2
}
province_modifier = {
monthly_income = 3
fort_level = 2
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# The Colosseum - slightly adjusted bonuses
##########
the_colosseum_01 = {
asset = {
type = pdxmesh
name = "building_special_colosseum_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_colosseum.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself
}
province_modifier = {
build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Sant Apollinare Nuovo (vanilla Ravenna)
##########
apollinare_nuovo_01 = {
asset = {
type = pdxmesh
name = ep3_basilica_sant_apollinare_nuovo_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_apollinare_nuovo.dds"
cost_gold = 1000
can_construct = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
character_modifier = {
monthly_piety = 0.2
religious_vassal_opinion = 5
monthly_county_control_growth_factor = 0.1
zealot_opinion = 5
clergy_opinion = 5
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.25
county_opinion_add = 10
tax_mult = 0.3
}
province_modifier = {
monthly_income = 1.50
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Cattolica di Stilo (vanilla South Italy)
##########
cattolica_stilo_01 = {
asset = {
type = pdxmesh
name = ep3_cattolica_di_stilo_mesh
}
construction_time = slow_construction_time
type_icon = "icon_structure_cattolica_stilo.dds"
cost_gold = 750
can_construct = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
character_modifier = {
monthly_piety = 0.5
religious_vassal_opinion = 5
zealot_opinion = 5
clergy_opinion = 5
holy_order_hire_cost_mult = -0.15
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
tax_mult = 0.1
county_opinion_add = 10
}
province_modifier = {
monthly_income = 1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Palermo Cathedral
##########
palermo_cathedral_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_great_mosque_of_cordoba.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_piety_gain_mult = 0.15
holy_order_hire_cost_mult = -0.15
clergy_opinion = 10
}
county_modifier = {
tax_mult = 0.20
development_growth_factor = 0.20
development_growth = 0.20
}
province_modifier = {
monthly_income = 2.50
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Great Island Fortress of Malta
##########
island_fortress_malta_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_maiden_tower.dds"
can_construct_potential = {
building_requirement_tribal = no
}
county_modifier = {
hostile_raid_time = 1
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
fort_level = 4
defender_holding_advantage = 6
garrison_size = 0.10
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
}
max_garrison = 500
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Port of Bari
##########
port_of_bari_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 500
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1.50
}
next_building = port_of_bari_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_bari_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 1000
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 4
}
next_building = port_of_bari_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_bari_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 2000
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 9
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Fortified Port of Ajaccio
##########
fortified_port_of_ajaccio_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.05
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_ajaccio_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_ajaccio_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_ajaccio_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_ajaccio_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Fortified port of Genoa
##########
fortified_port_of_genoa_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.05
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_genoa_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_genoa_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_genoa_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_genoa_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Castel Nuovo (Napoli)
##########
castel_nuovo_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_palace.dds"
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
}
}
cost_gold = 500
character_modifier = {
monthly_prestige_gain_mult = 0.10
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.05
development_growth_factor = 0.05
}
province_modifier = {
defender_holding_advantage = 3
fort_level = 2
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
stationed_siege_weapon_siege_value_mult = 0.05
travel_danger = -15
}
max_garrison = 500
next_building = castel_nuovo_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
castel_nuovo_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}
cost_gold = 1000
character_modifier = {
monthly_prestige_gain_mult = 0.25
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.20
monthly_county_control_growth_add = 0.20
}
province_modifier = {
defender_holding_advantage = 8
fort_level = 6
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
stationed_siege_weapon_siege_value_mult = 0.20
travel_danger = -25
}
max_garrison = 1000
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Mountain fortress of Imperia - controlling the path along the coast from It. to Fr.
##########
mountain_fortress_imperia_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 500
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.10
monthly_county_control_growth_add = 0.20
tax_mult = 0.05
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 3
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
travel_danger = -15
}
max_garrison = 500
next_building = mountain_fortress_imperia_02
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
mountain_fortress_imperia_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alamut_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.15
monthly_county_control_growth_add = 0.50
tax_mult = 0.10
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 6
monthly_income = 2.50
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
travel_danger = -25
}
max_garrison = 1000
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Cathedral of Saint Marry of the Flower (Florence)
##########
duomo_florence_n3ow_01 = {
asset = {
type = pdxmesh
name = "building_special_duomo_florence_04_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_duomo_florence.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
custom_description = { text = holy_site_building_trigger barony = { is_holy_site_of = scope:holder.faith } }
}
}
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_cranes }
}
cost_gold = 1000
county_holder_character_modifier = {
stewardship = 1
learning_per_prestige_level = 1
monthly_prestige_gain_mult = 0.2
monthly_piety_gain_mult = 0.2
}
county_modifier = {
development_growth_factor = 0.20
development_growth = 0.20
tax_mult = 0.20
}
province_modifier = {
monthly_income = 3
build_speed = -0.15
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Iron Mines of Brescia
##########
brescia_mines_01 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_crop_rotation
}
}
cost_gold = 400
county_modifier = {
tax_mult = 0.05
levy_size = 0.10
development_growth_factor = 0.05
}
province_modifier = {
monthly_income = 2
stationed_siege_weapon_siege_value_mult = 0.10
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = brescia_mines_02
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_iron
}
brescia_mines_02 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
culture = {
has_innovation = innovation_manorialism
}
}
cost_gold = 500
county_modifier = {
tax_mult = 0.10
levy_size = 0.20
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 3.50
stationed_siege_weapon_siege_value_mult = 0.15
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = brescia_mines_03
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_iron
}
brescia_mines_03 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
culture = {
has_innovation = innovation_windmills
}
}
cost_gold = 600
county_modifier = {
tax_mult = 0.15
levy_size = 0.30
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 5
stationed_siege_weapon_siege_value_mult = 0.20
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = brescia_mines_04
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_iron
}
brescia_mines_04 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
culture = {
has_innovation = innovation_cranes
}
}
cost_gold = 700
county_modifier = {
tax_mult = 0.20
levy_size = 0.40
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 6.50
stationed_siege_weapon_siege_value_mult = 0.25
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_iron
}
##########
# Salt Mines of Cagliari
##########
cagliari_mines_01 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_crop_rotation
}
}
cost_gold = 400
county_modifier = {
tax_mult = 0.05
levy_size = 0.10
development_growth_factor = 0.05
}
province_modifier = {
monthly_income = 2
stationed_siege_weapon_siege_value_mult = 0.10
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = cagliari_mines_02
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_salt
}
cagliari_mines_02 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
culture = {
has_innovation = innovation_manorialism
}
}
cost_gold = 500
county_modifier = {
tax_mult = 0.10
levy_size = 0.20
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 3.50
stationed_siege_weapon_siege_value_mult = 0.15
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = cagliari_mines_03
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_salt
}
cagliari_mines_03 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
culture = {
has_innovation = innovation_windmills
}
}
cost_gold = 600
county_modifier = {
tax_mult = 0.15
levy_size = 0.30
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 5
stationed_siege_weapon_siege_value_mult = 0.20
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = cagliari_mines_04
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_salt
}
cagliari_mines_04 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
culture = {
has_innovation = innovation_cranes
}
}
cost_gold = 700
county_modifier = {
tax_mult = 0.20
levy_size = 0.40
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 6.50
stationed_siege_weapon_siege_value_mult = 0.25
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
flag = special_mine_salt
}
##########
# Igrésias Mining Settlement
##########
iglesias_mines_01 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_crop_rotation
}
}
cost_gold = 400
county_modifier = {
tax_mult = 0.04
development_growth_factor = 0.025
}
province_modifier = {
monthly_income = 1
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = iglesias_mines_02
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
iglesias_mines_02 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
culture = {
has_innovation = innovation_manorialism
}
}
cost_gold = 500
county_modifier = {
tax_mult = 0.08
development_growth_factor = 0.05
}
province_modifier = {
monthly_income = 1.75
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = iglesias_mines_03
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
iglesias_mines_03 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
culture = {
has_innovation = innovation_windmills
}
}
cost_gold = 600
county_modifier = {
tax_mult = 0.12
levy_size 0.05
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 2.50
stationed_siege_weapon_siege_value_mult = 0.05
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = iglesias_mines_04
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
iglesias_mines_04 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
culture = {
has_innovation = innovation_cranes
}
}
cost_gold = 700
county_modifier = {
tax_mult = 0.15
levy_size = 0.20
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 6
stationed_siege_weapon_siege_value_mult = 0.15
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
##########
# Mercury Mines of Monte Amiata (Montepulciano)
##########
monte_amiata_mines_01 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_crop_rotation
}
}
cost_gold = 400
county_holder_character_modifier = {
owned_hostile_scheme_success_chance_add = 10
owned_scheme_secrecy_add = 5
}
county_modifier = {
tax_mult = 0.05
development_growth_factor = 0.05
}
province_modifier = {
monthly_income = 1.50
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = monte_amiata_mines_02
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
monte_amiata_mines_02 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
culture = {
has_innovation = innovation_manorialism
}
}
cost_gold = 500
county_holder_character_modifier = {
owned_hostile_scheme_success_chance_add = 15
owned_scheme_secrecy_add = 7
}
county_modifier = {
tax_mult = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 2.50
stationed_siege_weapon_siege_value_mult = 0.05
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = monte_amiata_mines_03
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
monte_amiata_mines_03 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
culture = {
has_innovation = innovation_windmills
}
}
cost_gold = 600
county_holder_character_modifier = {
owned_hostile_scheme_success_chance_add = 20
owned_scheme_secrecy_add = 10
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 4
stationed_siege_weapon_siege_value_mult = 0.10
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
next_building = monte_amiata_mines_04
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
monte_amiata_mines_04 = {
effect_desc = mines_effect_desc
asset = {
type = pdxmesh
name = "building_special_mines_mesh"
}
type_icon = "icon_structure_mines.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
culture = {
has_innovation = innovation_cranes
}
}
cost_gold = 700
county_holder_character_modifier = {
owned_hostile_scheme_success_chance_add = 30
owned_scheme_secrecy_add = 15
}
county_modifier = {
tax_mult = 0.20
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 5.50
stationed_siege_weapon_siege_value_mult = 0.15
}
province_culture_modifier = {
parameter = cupellation_mine_building_bonuses
tax_mult = innovation_cupellation_mine_tax_bonus_value
}
ai_value = {
base = 100
}
type = special
flag = travel_point_of_interest_economic
flag = special_mine
}
########################################
# BRYTANNYA
########################################
##########
# Croke Park Stadium - one of the largest stadiums in Europe (Dublin)
##########
croke_park_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_croke.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 750
county_modifier = {
hostile_raid_time = 0.25
county_opinion_add = 10
tax_mult = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1.50
fort_level = 2
defender_holding_advantage = 3
garrison_size = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = croke_park_02
type = special
flag = travel_point_of_interest_martial
}
croke_park_02 = {
constrcution_time = very_slow_construction_time
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type_icon = "icon_building_croke.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
monthly_prestige_gain_mult = 0.10
monthly_prestige = 0.25
martial_per_prestige_level = 1
}
county_modifier = {
hostile_raid_time = 0.50
county_opinion_add = 20
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 4
fort_level = 5
defender_holding_advantage = 6
garrison_size = 0.25
travel_danger = -10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Westminster Pyramids
##########
westminster_pyramids_01 = {
asset = {
type = pdxmesh
name = "building_special_pyramids_giza_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_pyramids.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 500
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county_holder_character_modifier = {
monthly_piety = 0.25
learning_per_piety_level = 1
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}
county_modifier = {
county_opinion_add = 5
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.05
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}
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province_modifier = {
monthly_income = 1
build_speed = -0.05
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}
next_building = westminster_pyramids_02
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ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
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factor = 0
free_building_slots > 0
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}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
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}
westminster_pyramids_02 = {
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asset = {
type = pdxmesh
name = "building_special_pyramids_giza_mesh"
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}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_pyramids.dds"
can_construct_potential = {
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building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
building_requirement_castle_city_church = { LEVEL = 02 }
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}
cost_gold = 1000
county_holder_character_modifier = {
monthly_piety = 0.50
monthly_piety_gain_mult = 0.10
monthly_influence = 0.25
learning_per_piety_level = 1
stewardship_per_influence_level = 1
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}
county_modifier = {
county_opinion_add = 10
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.10
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}
province_modifier = {
monthly_income = 3
build_speed = -0.10
}
next_building = westminster_pyramids_03
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ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
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factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
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}
westminster_pyramids_03 = {
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asset = {
type = pdxmesh
name = "building_special_pyramids_giza_mesh"
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}
construction_time = very_slow_construction_time
type_icon = "icon_structure_the_pyramids.dds"
can_construct_potential = {
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building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
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}
cost_gold = 2000
county_holder_character_modifier = {
monthly_piety = 1
monthly_piety_gain_mult = 0.20
monthly_influence = 0.25
monthly_prestige = 0.25
learning_per_piety_level = 1
stewardship_per_influence_level = 1
martial_per_prestige_level = 1
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}
county_modifier = {
county_opinion_add = 10
tax_mult = 0.25
development_growth = 0.20
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 5
build_speed = -0.20
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}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
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}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
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}
##########
# The Tower of London
##########
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the_tower_of_london_01 = {
asset = {
type = pdxmesh
name = "building_special_tower_of_london_mesh"
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}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tower_of_london.dds"
can_construct_potential = {
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building_requirement_tribal = no
}
can_construct = {
}
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cost_gold = 1000
county_holder_character_modifier = {
dread_gain_mult = 0.15
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}
province_modifier = {
defender_holding_advantage = 3
fort_level = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
stationed_siege_weapon_siege_value_mult = 0.10
travel_danger = -10
monthly_income = 1
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}
county_modifier = {
development_growth = 0.05
development_growth_factor = 0.05
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}
max_garrison = 350
next_building = the_tower_of_london_02
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ai_value = {
base = 100
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}
type = special
flag = travel_point_of_interest_martial
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}
the_tower_of_london_02 = {
asset = {
type = pdxmesh
name = "building_special_tower_of_london_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_tower_of_london.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = {
has_innovation = innovation_hoardings
has_innovation = innovation_castle_baileys
}
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
dread_gain_mult = 0.3
}
province_modifier = {
defender_holding_advantage = 6
fort_level = 6
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
stationed_siege_weapon_siege_value_mult = 0.25
travel_danger = -20
monthly_income = 3.50
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
tax_mult = 0.1
}
max_garrison = 1000
ai_value = {
ai_value = {
base = 10
culture_likely_to_fortify_modifier = yes
modifier = {
factor = 5
scope:holder = {
culture = {
has_cultural_parameter = ai_more_likely_to_castle
}
}
}
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Windsor Castle
##########
windsor_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_aurelian_walls.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_influence_level = 1
monthly_influence = 0.50
monthly_influence_mult = 0.10
}
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.05
}
province_modifier = {
defender_holding_advantage = 3
fort_level = 3
monthly_income = 0.50
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Harlech Castle
##########
harlech_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_kassiopi_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_prestige_level = 1
monthly_prestige = 0.05
}
county_modifier = {
tax_mult = 0.05
development_growth = 0.05
development_growth_factor = 0.05
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 2
monthly_income = 0.35
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = harlech_castle_02
type = special
flag = travel_point_of_interest_martial
}
harlech_castle_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_kassiopi_castle.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_prestige_level = 2
monthly_prestige = 0.35
monthly_prestige_gain_mult = 0.10
prestige_level_impact_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.10
}
province_modifier = {
defender_holding_advantage = 8
fort_level = 6
monthly_income = 2
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
stationed_siege_weapon_siege_value_mult = 0.15
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Edinburgh Castle
##########
edinburgh_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}
cost_gold = 1000
character_modifier = {
monthly_prestige = 0.15
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.15
monthly_county_control_growth_add = 0.10
}
province_modifier = {
defender_holding_advantage = 5
fort_level = 5
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.20
travel_danger = -15
}
max_garrison = 750
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Canterbury Cathedral
##########
holy_site_canterbury_cathedral_01 = {
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_02_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
show_disabled = yes
cost_gold = 100
character_modifier = {
monthly_piety = 0.05
monthly_county_control_growth_factor = -0.05
catholic_religion_opinion = -10
}
county_modifier = {
tax_mult = -0.05
development_growth_factor = -0.10
development_growth = -0.05
county_opinion_add = -5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = holy_site_canterbury_cathedral_02
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_canterbury_cathedral_02 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_02_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_crop_rotation
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.3
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.1
monthly_piety_gain_per_happy_powerful_vassal_add = 0.1
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.15
}
province_modifier = {
monthly_income = 3
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = holy_site_canterbury_cathedral_03
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
holy_site_canterbury_cathedral_03 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
asset = {
type = pdxmesh
name = "ep2_building_special_canterbury_03_mesh"
}
type_icon = "icon_structure_canterbury_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_windmills
}
}
}
is_enabled = {
custom_description = {
text = holy_site_christian_or_holy_site_trigger
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
show_disabled = yes
cost_gold = 1000
character_modifier = {
monthly_piety = 0.75
monthly_dynasty_prestige_mult = 0.05
monthly_county_control_growth_factor = 0.2
monthly_piety_gain_per_happy_powerful_vassal_add = 0.15
}
county_modifier = {
tax_mult = 0.3
development_growth_factor = 0.3
development_growth = 0.3
county_opinion_add = 5
}
province_modifier = {
monthly_income = 5
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Portsmouth Royal Dockyard
##########
portsmouth_royal_dockyard_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 2
fort_level = 2
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.10
garrison_size = 0.15
travel_danger = -15
}
next_building = portsmouth_royal_dockyard_02
ai_value = {
base = 100
directive_to_build_economy_modifier = yes
culture_likely_to_fortify_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
flag = travel_point_of_interest_martial
}
portsmouth_royal_dockyard_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 800
county_holder_character_modifier = {
martial_per_prestige_level = 1
embarkation_cost_mult = -0.25
naval_movement_speed_mult = 0.25
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.15
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 5
fort_level = 4
defender_holding_advantage = 6
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.25
garrison_size = 0.25
travel_danger = -25
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
flag = travel_point_of_interest_martial
}
##########
# Devonport
##########
devonport_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
garrison_size = 0.10
travel_danger = -10
}
next_building = devonport_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
flag = travel_point_of_interest_martial
}
devonport_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_swahili_port.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 800
county_holder_character_modifier = {
martial_per_prestige_level = 1
embarkation_cost_mult = -0.15
naval_movement_speed_mult = 0.15
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.15
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 3
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
garrison_size = 0.20
travel_danger = -20
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
flag = travel_point_of_interest_martial
}
##########
# Stonehenge
##########
stonehenge_01 = {
asset = {
type = pdxmesh
name = "building_special_stonehenge_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_stonehenge.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
character_modifier = {
learning = 2
monthly_learning_lifestyle_xp_gain_mult = 0.15
faith_conversion_piety_cost_mult = -0.2
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Cardiff Castle
##########
cardiff_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_kassiopi_castle.dds"
can_construct = {
}
cost_gold = 1000
character_modifier = {
monthly_dynasty_prestige = 0.10
monthly_dynasty_prestige_mult = 0.10
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.10
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 2
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.10
travel_danger = -20
}
max_garrison = 500
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Krowfymply Castle
##########
krowfymply_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_influence_level = 1
monthly_influence = 0.35
monthly_influence_mult = 0.10
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
defender_holding_advantage = 1
fort_level = 2
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = krowfymply_castle_02
type = special
flag = travel_point_of_interest_martial
}
krowfymply_castle_02 = {
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_influence_level = 1
monthly_influence = 1
monthly_influence_mult = 0.25
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.20
development_growth_factor = 0.15
}
province_modifier = {
defender_holding_advantage = 4
fort_level = 4
monthly_income = 3.50
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
stationed_siege_weapon_siege_value_mult = 0.10
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Fortified Port of Bristol
##########
fortified_port_of_bristol_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
}
province_modifier = {
monthly_income = 1
fort_level = 1
defender_holding_advantage = 2
stationed_maa_damage_mult = 0.05
stationed_maa_toughness_mult = 0.05
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_bristol_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_bristol_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
}
province_modifier = {
monthly_income = 3
fort_level = 2
defender_holding_advantage = 3
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_bristol_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_bristol_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
defender_holding_advantage = 5
stationed_maa_damage_mult = 0.15
stationed_maa_toughness_mult = 0.15
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Belfast Cathedral
##########
belfast_cathedral_01 = {
effect_desc = {
triggered_desc = {
trigger = { has_dlc_feature = legends_of_the_dead }
desc = building_funeral_effect_desc
}
}
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
}
cost_gold = 750
county_holder_character_modifier = {
monthly_piety = 0.25
monthly_piety_gain_mult = 0.15
holy_order_hire_cost_mult = -0.10
clergy_opinion = 5
}
county_modifier = {
tax_mult = 0.10
development_growth_factor = 0.10
development_growth = 0.10
county_opinion_add = 5
}
province_modifier = {
monthly_income = 1.50
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Glasgow Cathedral
##########
glasgow_cathedral_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
}
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.20
monthly_piety_gain_mult = 0.20
holy_order_hire_cost_mult = -0.10
clergy_opinion = 10
}
county_modifier = {
tax_mult = 0.15
development_growth_factor = 0.15
development_growth = 0.15
county_opinion_add = 5
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
}
##########
# Oxford University
##########
oxford_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cluny_abbey.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_piety_level = 1
intrigue_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.10
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.10
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Cambridge University
##########
cambridge_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
monthly_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.1
cultural_head_fascination_mult = 0.1
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
}
province_modifier = {
monthly_income = 0.50
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Liverpool University
##########
livepool_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
martial_per_influence_level = 1
monthly_influence = 0.30
monthly_influence_mult = 0.10
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# British coal mines
##########
2026-03-03 19:32:06 +01:00
#coal_mines_01 = {
# effect_desc = mines_effect_desc
#
# asset = {
# type = pdxmesh
# name = "building_special_mines_mesh"
# }
#
# type_icon = "icon_structure_mines.dds"
#
# can_construct_potential = {
# building_requirement_tribal = no
# }
#
# can_construct = {
# building_requirement_castle_city_church = { LEVEL = 01 }
# culture = {
# has_innovation = innovation_crop_rotation
# }
# }
#
# cost_gold = 400
#
# county_modifier = {
# tax_mult = 0.025
# development_growth_factor = 0.025
# }
#
# province_modifier = {
# monthly_income = 0.25
# stationed_airship_damage_mult = 0.10
# stationed_airship_toughness_mult = 0.10
# stationed_siege_weapon_siege_value_mult = 0.15
# stationed_gunpowder_damage_mult = 0.15
# stationed_gunpowder_toughness_mult = 0.15
# }
#
# province_culture_modifier = {
# parameter = cupellation_mine_building_bonuses
# tax_mult = innovation_cupellation_mine_tax_bonus_value
# }
#
# next_building = coal_mines_02
#
# ai_value = {
# base = 100
# }
#
# type = special
#
# flag = travel_point_of_interest_economic
# flag = special_mine
#}
#
#coal_mines_02 = {
# effect_desc = mines_effect_desc
#
# asset = {
# type = pdxmesh
# name = "building_special_mines_mesh"
# }
#
# type_icon = "icon_structure_mines.dds"
#
# can_construct_potential = {
# building_requirement_tribal = no
# }
#
# can_construct = {
# building_requirement_castle_city_church = { LEVEL = 02 }
# culture = {
# has_innovation = innovation_manorialism
# }
# }
#
# cost_gold = 500
#
# county_modifier = {
# tax_mult = 0.05
# development_growth_factor = 0.05
# }
#
# province_modifier = {
# monthly_income = 0.75
# stationed_airship_damage_mult = 0.15
# stationed_airship_toughness_mult = 0.15
# stationed_siege_weapon_siege_value_mult = 0.25
# stationed_gunpowder_damage_mult = 0.25
# stationed_gunpowder_toughness_mult = 0.25
# }
#
# province_culture_modifier = {
# parameter = cupellation_mine_building_bonuses
# tax_mult = innovation_cupellation_mine_tax_bonus_value
# }
#
# next_building = coal_mines_03
#
# ai_value = {
# base = 100
# }
#
# type = special
#
# flag = travel_point_of_interest_economic
# flag = special_mine
#}
#
#coal_mines_03 = {
# effect_desc = mines_effect_desc
#
# asset = {
# type = pdxmesh
# name = "building_special_mines_mesh"
# }
#
# type_icon = "icon_structure_mines.dds"
#
# can_construct_potential = {
# building_requirement_tribal = no
# }
#
# can_construct = {
# building_requirement_castle_city_church = { LEVEL = 03 }
# culture = {
# has_innovation = innovation_windmills
# }
# }
#
# cost_gold = 600
#
# county_modifier = {
# tax_mult = 0.075
# development_growth_factor = 0.075
# }
#
# province_modifier = {
# monthly_income = 1.50
# stationed_airship_damage_mult = 0.25
# stationed_airship_toughness_mult = 0.25
# stationed_siege_weapon_siege_value_mult = 0.40
# stationed_gunpowder_damage_mult = 0.40
# stationed_gunpowder_toughness_mult = 0.40
# }
#
# province_culture_modifier = {
# parameter = cupellation_mine_building_bonuses
# tax_mult = innovation_cupellation_mine_tax_bonus_value
# }
#
# next_building = coal_mines_04
#
# ai_value = {
# base = 100
# }
#
# type = special
#
# flag = travel_point_of_interest_economic
# flag = special_mine
#}
#
#coal_mines_04 = {
# effect_desc = mines_effect_desc
#
# asset = {
# type = pdxmesh
# name = "building_special_mines_mesh"
# }
#
# type_icon = "icon_structure_mines.dds"
#
# can_construct_potential = {
# building_requirement_tribal = no
# }
#
# can_construct = {
# building_requirement_castle_city_church = { LEVEL = 04 }
# culture = {
# has_innovation = innovation_cranes
# }
# }
#
# cost_gold = 700
# county_modifier = {
# tax_mult = 0.10
# development_growth_factor = 0.10
# }
#
# province_modifier = {
# monthly_income = 2.50
# stationed_airship_damage_mult = 0.50
# stationed_airship_toughness_mult = 0.50
# stationed_siege_weapon_siege_value_mult = 0.75
# stationed_gunpowder_damage_mult = 0.75
# stationed_gunpowder_toughness_mult = 0.75
# }
#
# province_culture_modifier = {
# parameter = cupellation_mine_building_bonuses
# tax_mult = innovation_cupellation_mine_tax_bonus_value
# }
#
# ai_value = {
# base = 100
# }
#
# type = special
#
# flag = travel_point_of_interest_economic
# flag = special_mine
#}
##########
# Giant's Causeway
##########
giants_causeway_01 = {
asset = {
type = pdxmesh
name = "fp2_building_special_rock_of_gibraltar_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "gibraltar.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
stewardship = 1
learning = 1
diplomatic_range_mult = 0.2
monthly_prestige = 0.15
}
county_modifier = {
development_growth_factor = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature
flag = is_mountain
}
##########
# Loch Ness
##########
loch_ness_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_maharloo_lake.dds"
can_construct_potential = {
}
cost_gold = 300
character_modifier = {
intrigue = 3
stress_gain_mult = 0.35
}
county_modifier = {
county_opinion_add = -5
development_growth = -0.05
tax_mult = -0.05
}
province_modifier = {
travel_danger = 20
build_gold_cost = 0.05
build_speed = 0.05
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_natural_feature # lake
}
##########
# Hadrian's Wall
##########
hadrians_wall_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_hadrians_wall.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 3000
province_modifier = {
build_gold_cost = -0.05
travel_danger = -5
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial_minor
}
########################################
# GERMANIA
########################################
########################################
# SCANDINAVIA
########################################
########################################
# ZAPADOSLAVIA
########################################
##########
# Prague Castle
##########
prague_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.15
}
county_modifier = {
development_growth = 0.05
development_growth_factor = 0.10
tax_mult = 0.05
monthly_county_control_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
stationed_maa_damage_mult = 0.10
stationed_maa_toughness_mult = 0.10
fort_level = 2
defender_holding_advantage = 3
}
max_garrison = 250
ai_value = {
base = 100
directive_to_fortify_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = prague_castle_02
type = special
flag = travel_point_of_interest_martial
}
prague_castle_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder.culture = { has_innovation = innovation_battlements }
}
cost_gold = 1500
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.35
learning_per_piety_level = 1
}
county_modifier = {
development_growth = 0.10
development_growth_factor = 0.20
tax_mult = 0.10
monthly_county_control_growth_factor = 0.15
}
province_modifier = {
monthly_income = 2
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.10
fort_level = 5
defender_holding_advantage = 5
}
max_garrison = 500
ai_value = {
base = 100
directive_to_fortify_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = prague_castle_03
type = special
flag = travel_point_of_interest_martial
}
prague_castle_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_alhambra.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_cranes }
scope:holder.culture = { has_innovation = innovation_machicolations }
}
cost_gold = 3000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.50
monthly_dynasty_prestige_mult = 0.05
monthly_piety = 0.25
monthly_piety_gain_mult = 0.10
learning_per_piety_level = 1
}
county_modifier = {
development_growth = 0.15
development_growth_factor = 0.30
tax_mult = 0.25
monthly_county_control_growth_factor = 0.25
}
province_modifier = {
monthly_income = 4
stationed_maa_damage_mult = 0.25
stationed_maa_toughness_mult = 0.25
stationed_siege_weapon_siege_value_mult = 0.15
fort_level = 6
defender_holding_advantage = 8
}
max_garrison = 1000
ai_value = {
base = 100
directive_to_fortify_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
flag = travel_point_of_interest_religious
}
##########
# Charles University
##########
charles_university_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_temple_of_uppsala.dds"
can_construct_potential = {
scope:holder = {
highest_held_title_tier >= tier_duchy
prestige_level >= 4
}
county = {
development_level >=30
}
}
cost_gold = 1500
effect_desc = {
desc = unlocks_building_desc
triggered_desc = {
trigger = { has_dlc_feature = tours_and_tournaments }
desc = university_toto_effect_desc
}
triggered_desc = {
trigger = { has_dlc_feature = royal_court }
desc = university_roco_effect_desc
}
desc = university_effect_desc
}
county_holder_character_modifier = {
learning_per_prestige_level = 1
monthly_dynasty_prestige = 0.30
prestige_level_impact_mult = 0.15
monthly_lifestyle_xp_gain_mult = 0.15
cultural_head_fascination_mult = 0.05
}
county_modifier = {
development_growth = 0.25
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
flag = special_university
}
##########
# Sedlec Bone Temple
##########
sedlec_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wawel_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 500
county_holder_character_modifier = {
dread_baseline_add = 20
dread_gain_mult = 0.10
intrigue_per_piety_level = 1
}
county_modifier = {
monthly_county_control_growth_add = -0.25
county_opinion_add = -15
tax_mult = 0.05
}
province_modifier = {
monthly_income = 0.50
travel_danger = 10
}
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Grand Porcelain Works
##########
grand_porcelain_works_01 = {
construction_time = very_slow_construction_time
type_icon = "domicile_building_tea.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_guilds }
}
cost_gold = 800
county_holder_character_modifier = {
stewardship = 2
monthly_prestige = 0.10
monthly_prestige_gain_mult = 0.30
}
county_modifier = {
tax_mult = 0.30
development_growth = 0.20
development_growth_factor = 0.30
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Špilberk Castle
##########
spilberk_castle_01 = {
construction_time = very_slow_construction_time
type_icon = "alcazar_segovia.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
}
cost_gold = 1000
county_holder_character_modifier = {
martial_per_prestige_level = 1
monthly_prestige = 0.25
monthly_prestige_gain_mult = 0.15
}
county_modifier = {
development_growth = 0.20
development_growth_factor = 0.20
tax_mult = 0.20
monthly_county_control_growth_add = 0.30
}
province_modifier = {
monthly_income = 1.50
stationed_maa_damage_mult = 0.20
stationed_maa_toughness_mult = 0.20
stationed_siege_weapon_siege_value_mult = 0.20
fort_level = 3
defender_holding_advantage = 4
travel_danger = -15
}
max_garrison = 500
ai_value = {
base = 100
directive_to_fortify_modifier = yes
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Königsberg Cathedral (rebuilt in 1992-1998)
##########
konigsberg_cathedral_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
asset = {
type = pdxmesh
name = "building_special_wawel_cathedral_01_mesh"
requires_dlc_flag = medieval_monuments
}
can_construct_potential = {
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_city_planning
}
}
}
is_enabled = {
always = yes
}
cost_gold = 1000
character_modifier = {
monthly_piety = 0.25
monthly_piety_gain_per_knight_add = 0.05
monthly_dynasty_prestige_mult = 0.05
clergy_opinion = 5
learning = 2
}
province_modifier = {
monthly_income = 1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
development_growth = 0.1
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
next_building = konigsberg_cathedral_02
ai_value = {
base = 100
ai_pious_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_religious
flag = holy_building
}
konigsberg_cathedral_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_cologne_cathedral.dds"
asset = {
type = pdxmesh
name = "building_special_wawel_cathedral_01_mesh"
requires_dlc_flag = medieval_monuments
}
can_construct_potential = {
}
can_construct = {
OR = {
scope:holder = {
OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion }
}
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
scope:holder = {
culture = {
has_innovation = innovation_manorialism
}
}
}
is_enabled = {
always = yes
}
cost_gold = 1000
cost_piety = 1000
character_modifier = {
monthly_dynasty_prestige_mult = 0.1
cultural_head_fascination_mult = 0.05
monthly_lifestyle_xp_gain_mult = 0.1
faith_creation_piety_cost_mult = -0.2
faith_conversion_piety_cost_mult = -0.2
}
province_modifier = {
monthly_income = 2
travel_danger = -10
}
county_modifier = {
tax_mult = 0.2
development_growth_factor = 0.25
development_growth = 0.15
}
on_complete = {
#Regular Mandala Boon
mandala_built_piety_duchy_building_t3_effect = yes
}
ai_value = {
base = 8
ai_pious_building_preference_modifier = yes
}
type = special
flag = travel_point_of_interest_religious
flag = travel_point_of_interest_learning
flag = holy_building
flag = special_university
}
########################################
# YUGOSLAVIJA
########################################
########################################
# MAKEDONIA
########################################
########################################
# NISTERNIA
########################################
########################################
# BALTIC
########################################
########################################
# FINLAND
########################################
########################################
# SPECIAL MILITARY BUILDINGS
########################################
##########
# Chemistry Workshop - unlocks chemical weapons
##########
chemistry_workshop_01 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_1_effect_desc
can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = very_expensive_building_tier_1_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_02
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}
chemistry_workshop_02 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_2_effect_desc
can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = very_expensive_building_tier_2_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
chemistry_workshop_03 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_3_effect_desc
can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = very_expensive_building_tier_3_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
chemistry_workshop_04 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_4_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = very_expensive_building_tier_4_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
##########
# Air Dock - unlocks airships
##########
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air_dock_01 = {
construction_time = standard_construction_time
effect_desc = air_dock_1_effect_desc
can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
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cost_gold = very_expensive_building_tier_1_cost
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province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_1
stationed_airship_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_02
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}
air_dock_02 = {
construction_time = standard_construction_time
effect_desc = air_dock_2_effect_desc
can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
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cost_gold = very_expensive_building_tier_2_cost
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province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_2
stationed_airship_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
air_dock_03 = {
construction_time = standard_construction_time
effect_desc = air_dock_3_effect_desc
can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
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cost_gold = very_expensive_building_tier_3_cost
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province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_3
stationed_airship_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
air_dock_04 = {
construction_time = standard_construction_time
effect_desc = air_dock_4_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
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cost_gold = very_expensive_building_tier_4_cost
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province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_4
stationed_airship_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
##########
# Communal Settlements - peasant and levy bonuses
##########
communal_settlement_01 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_1_effect_desc
can_construct_potential = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
can_construct_showing_failures_only = {
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}
is_enabled = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_2
stationed_peasant_militia_damage_mult = high_maa_damage_tier_2
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_1
defender_holding_advantage = 2
}
county_modifier = {
levy_size = 0.01
}
levy = normal_building_levy_tier_2
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
next_building = communal_settlement_02
ai_value = {
base = 20
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
communal_settlement_02 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_2_effect_desc
can_construct_potential = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}
is_enabled = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_4
stationed_peasant_militia_damage_mult = high_maa_damage_tier_4
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_2
defender_holding_advantage = 4
}
county_modifier = {
monthly_county_control_growth_add = 0.05
garrison_size = 0.05
levy_size = 0.02
}
levy = normal_building_levy_tier_4
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
next_building = communal_settlement_03
ai_value = {
base = 10
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
communal_settlement_03 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_3_effect_desc
can_construct_potential = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_6
stationed_peasant_militia_damage_mult = high_maa_damage_tier_6
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_3
defender_holding_advantage = 6
}
county_modifier = {
monthly_county_control_growth_add = 0.10
garrison_size = 0.05
levy_size = 0.03
}
levy = normal_building_levy_tier_6
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
next_building = communal_settlement_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
communal_settlement_04 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_4_effect_desc
can_construct_potential = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}
is_enabled = {
custom_description = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_8
stationed_peasant_militia_damage_mult = high_maa_damage_tier_8
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_4
defender_holding_advantage = 8
}
county_modifier = {
monthly_county_control_growth_add = 0.15
garrison_size = 0.10
levy_size = 0.05
}
levy = normal_building_levy_tier_8
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
2026-02-22 15:33:46 +00:00
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}