tell mines

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trashb0at 2025-06-12 13:09:26 -04:00
parent 564b3c9322
commit 0434c1a71e
6 changed files with 737 additions and 1 deletions

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###################################
# N3OW Standard Economy Buildings #
###################################
### tell mines
tell_mines_01 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_1_cost
province_modifier = {
monthly_income = normal_building_tax_tier_1
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.01
pikemen_maintenance_mult = -0.01
heavy_cavalry_maintenance_mult = -0.01
men_at_arms_recruitment_cost = -0.01
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.01
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_1
}
next_building = tell_mines_02
type_icon = "icon_building_tell_mines.dds"
ai_value = {
base = 12 # A little bit higher than normal, they're very handy for further development
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_quarries_improvement_from_culture_modifier = yes
modifier = {
factor = 0
scope:holder = {
government_has_flag = government_is_special_republic
}
NOT = {
has_building_or_higher = guild_halls_01
}
}
}
}
tell_mines_02 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_crop_rotation
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_2_cost
province_modifier = {
monthly_income = normal_building_tax_tier_2
}
county_modifier = {
development_growth_factor = 0.025
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.02
pikemen_maintenance_mult = -0.02
heavy_cavalry_maintenance_mult = -0.02
men_at_arms_recruitment_cost = -0.02
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.02
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_2
}
next_building = tell_mines_03
ai_value = {
base = 9
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 upgrades
factor = 0
free_building_slots > 0
}
}
}
tell_mines_03 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_3_cost
province_modifier = {
monthly_income = normal_building_tax_tier_3
}
county_modifier = {
development_growth_factor = 0.05
}
character_modifier = {
cultural_head_fascination_mult = 0.005
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.03
pikemen_maintenance_mult = -0.03
heavy_cavalry_maintenance_mult = -0.03
men_at_arms_recruitment_cost = -0.03
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.03
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_3
}
next_building = tell_mines_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
tell_mines_04 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_4_cost
province_modifier = {
monthly_income = normal_building_tax_tier_4
}
county_modifier = {
development_growth_factor = 0.1
}
character_modifier = {
cultural_head_fascination_mult = 0.01
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.04
pikemen_maintenance_mult = -0.04
heavy_cavalry_maintenance_mult = -0.04
men_at_arms_recruitment_cost = -0.04
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.04
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_4
}
next_building = tell_mines_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
tell_mines_05 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_5_cost
province_modifier = {
monthly_income = normal_building_tax_tier_5
}
county_modifier = {
development_growth_factor = 0.15
}
character_modifier = {
cultural_head_fascination_mult = 0.02
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.05
pikemen_maintenance_mult = -0.05
heavy_cavalry_maintenance_mult = -0.05
men_at_arms_recruitment_cost = -0.05
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.05
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_5
}
next_building = tell_mines_06
ai_value = {
base = 6
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
tell_mines_06 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_guilds
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_6_cost
province_modifier = {
monthly_income = normal_building_tax_tier_6
}
county_modifier = {
development_growth_factor = 0.2
}
character_modifier = {
cultural_head_fascination_mult = 0.03
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.06
pikemen_maintenance_mult = -0.06
heavy_cavalry_maintenance_mult = -0.06
men_at_arms_recruitment_cost = -0.06
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.06
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_6
}
next_building = tell_mines_07
ai_value = {
base = 5
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
tell_mines_07 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_7_cost
province_modifier = {
monthly_income = normal_building_tax_tier_7
}
county_modifier = {
development_growth_factor = 0.3
}
character_modifier = {
cultural_head_fascination_mult = 0.04
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.07
pikemen_maintenance_mult = -0.07
heavy_cavalry_maintenance_mult = -0.07
men_at_arms_recruitment_cost = -0.07
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.07
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_7
}
next_building = tell_mines_08
ai_value = {
base = 4
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}
tell_mines_08 = {
construction_time = quick_construction_time
can_construct_potential = {
building_tell_mines_requirement_terrain = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = cheap_building_tier_8_cost
province_modifier = {
monthly_income = normal_building_tax_tier_8
}
county_modifier = {
development_growth_factor = 0.4
}
character_modifier = {
cultural_head_fascination_mult = 0.05
}
character_culture_modifier = {
parameter = quarries_building_bonuses
heavy_infantry_maintenance_mult = -0.08
pikemen_maintenance_mult = -0.08
heavy_cavalry_maintenance_mult = -0.08
men_at_arms_recruitment_cost = -0.08
}
county_culture_modifier = {
parameter = quarries_building_bonuses
levy_size = 0.08
}
province_culture_modifier = {
parameter = ancient_miners_quarries_building_bonuses
monthly_income = poor_building_tax_tier_8
}
ai_value = {
base = 3
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
}
}

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castle_holding = {
primary_building = castle_01
buildings = {
capital_bureau_01
hospices_01
curtain_walls_01
watchtowers_01
outposts_01
hill_forts_01
ramparts_01
farm_estates_01
cereal_fields_01
pastures_01
peat_quarries_01
hill_farms_01
logging_camps_01
plantations_01
quarries_01
orchards_01
elephant_pens_01
hunting_grounds_01
regimental_grounds_01
barracks_01
military_camps_01
camel_farms_01
stables_01
smiths_01
hillside_grazing_01
warrior_lodges_01
horse_pastures_01
windmills_01
watermills_01
caravanserai_01
workshops_01
wind_furnace_01
common_tradeport_01
hall_of_heroes_01
special_sicilian_parliament_01
special_greenhouse_01
qanats_01
murex_farm_01
#NEOW
tell_mines_01
}
}
tribal_holding = {
primary_building = tribe_01
buildings = {
palisades_01
war_camps_01
longhouses_01
market_villages_01
hillside_grazing_01
warrior_lodges_01
horse_pastures_01
common_tradeport_01 # only for trade_ports_enabled_for_tribals culture parameter
}
}
city_holding = {
primary_building = city_01
buildings = {
hospices_01
outposts_01
farm_estates_01
cereal_fields_01
pastures_01
peat_quarries_01
hill_farms_01
logging_camps_01
plantations_01
quarries_01
orchards_01
elephant_pens_01
hunting_grounds_01
regimental_grounds_01
barracks_01
military_camps_01
camel_farms_01
stables_01
smiths_01
hillside_grazing_01
warrior_lodges_01
horse_pastures_01
windmills_01
watermills_01
caravanserai_01
workshops_01
wind_furnace_01
guild_halls_01
common_tradeport_01
qanats_01
murex_farm_01
breweries_01
#NEOW
tell_mines_01
}
can_be_inherited = yes
}
church_holding = {
primary_building = temple_01
buildings = {
hospices_01
scriptorium_01
outposts_01
farm_estates_01
cereal_fields_01
pastures_01
peat_quarries_01
hill_farms_01
logging_camps_01
plantations_01
quarries_01
orchards_01
elephant_pens_01
hunting_grounds_01
regimental_grounds_01
barracks_01
military_camps_01
camel_farms_01
stables_01
smiths_01
hillside_grazing_01
warrior_lodges_01
horse_pastures_01
windmills_01
watermills_01
caravanserai_01
workshops_01
wind_furnace_01
monastic_schools_01
megalith_01
common_tradeport_01
hall_of_heroes_01
qanats_01
breweries_01
#NEOW
tell_mines_01
}
can_be_inherited = yes
}
nomad_holding = {
primary_building = nomadic_camp_01
counts_toward_domain_limit_if_disabled = no
can_be_inherited = yes
required_heir_government_types = { nomad_government }
parameters = {
no_buildings
no_levies
county_fertility
}
}
herder_holding = {
primary_building = herder_camp_01
counts_toward_domain_limit_if_disabled = no
can_be_inherited = yes
required_heir_government_types = {
nomad_government
herder_government
}
parameters = {
no_buildings
no_levies
county_fertility
}
}

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@ -0,0 +1,71 @@
== Structure ==
name_of_the_holding = {
### brief: primary_building ( key )
# The primary building for this holding
# (will be built when creating a holding of this type)
#
primary_building = city_01
### brief: buildings ( keys, optional )
# First levels of all buildings buildable in the holding
# (doesn't include the primary building)
#
buildings = {
city_market_01
common_shipyard_01
...
}
### brief: can_be_inherited ( bool, optional)
# Can a barony with this holding be inherited?
# Default: yes
#
can_be_inherited = yes/no
### brief: counts_toward_domain_limit_if_disabled ( bool, optional)
# Does a barony with this holding type count toward a ruler's domain
# limit if the holding is disabled?
# Default: yes
#
counts_toward_domain_limit_if_disabled = yes/no
### brief: required_heir_government_types ( array of database keys, optional )
# Which government types are required to inherit a county title with
# this holding built in the capital province when succession occurs?
# If generating a character for county title of this province during succession,
# the first government type in the list will be used.
# Keys are mapped to the government types database: common/governments
# Default: none
#
required_heir_government_types = {
nomad_government
...
}
### brief: parameters ( keys, optional )
# An arbitrary list of parameter keys which can be checked with
# the has_holding_parameter trigger
# Default: none
#
parameters = {
no_buildings
...
}
}
== Modifiers ==
The following modifiers are automatically generated for all holding types:
* <holding_type>_build_speed (example: church_holding_build_speed)
* <holding_type>_build_gold_cost
* <holding_type>_build_piety_cost
* <holding_type>_build_prestige_cost
* <holding_type>_holding_build_speed
* <holding_type>_holding_build_gold_cost
* <holding_type>_holding_build_piety_cost
* <holding_type>_holding_build_prestige_cost
These affect building buildings within such a holding or the holdings themselves.
These work everywhere the more generic version works. E.G., church_holding_build_speed will work everywhere build_speed does.

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@ -124,6 +124,7 @@ building_pastures_requirement_terrain = {
terrain = desert_mountains terrain = desert_mountains
terrain = hills terrain = hills
terrain = floodplains terrain = floodplains
terrain = tells
AND = { AND = {
terrain = jungle terrain = jungle
NOT = { geographical_region = world_innovation_elephants } NOT = { geographical_region = world_innovation_elephants }
@ -290,7 +291,10 @@ building_peat_quarries_requirement_terrain = {
} }
building_hill_farms_requirement_terrain = { building_hill_farms_requirement_terrain = {
terrain = hills OR = {
terrain = tells
terrain = hills
}
} }
building_elephant_pens_requirement_terrain = { building_elephant_pens_requirement_terrain = {
@ -325,6 +329,10 @@ building_quarries_requirement_terrain = {
} }
} }
building_tell_mines_requirement_terrain = {
terrain = tells
}
building_warrior_lodges_requirement_terrain = { building_warrior_lodges_requirement_terrain = {
OR = { OR = {
AND = { AND = {
@ -332,6 +340,7 @@ building_warrior_lodges_requirement_terrain = {
terrain = mountains terrain = mountains
terrain = desert_mountains terrain = desert_mountains
terrain = hills terrain = hills
terrain = tells
} }
NOT = { geographical_region = world_horse_buildings_in_hills_and_mountains } NOT = { geographical_region = world_horse_buildings_in_hills_and_mountains }
} }
@ -344,6 +353,7 @@ building_hillside_grazing_requirement_terrain = {
terrain = mountains terrain = mountains
terrain = desert_mountains terrain = desert_mountains
terrain = hills terrain = hills
terrain = tells
} }
geographical_region = world_horse_buildings_in_hills_and_mountains geographical_region = world_horse_buildings_in_hills_and_mountains
} }
@ -379,6 +389,7 @@ building_hill_forts_requirement_terrain = {
terrain = mountains terrain = mountains
terrain = desert_mountains terrain = desert_mountains
terrain = hills terrain = hills
terrain = tells
} }
} }
@ -433,6 +444,7 @@ building_qanats_requirement_terrain = {
county ?= { county ?= {
any_county_province = { any_county_province = {
OR = { OR = {
terrain = tells
terrain = hills terrain = hills
terrain = mountains terrain = mountains
terrain = desert_mountains terrain = desert_mountains
@ -523,6 +535,7 @@ has_any_building_of_level_trigger = {
has_building = farm_estates_$BUILDING_LEVEL$ has_building = farm_estates_$BUILDING_LEVEL$
has_building = regimental_grounds_$BUILDING_LEVEL$ has_building = regimental_grounds_$BUILDING_LEVEL$
has_building = monastic_schools_$BUILDING_LEVEL$ has_building = monastic_schools_$BUILDING_LEVEL$
has_building = tell_mines_$BUILDING_LEVEL$
} }
} }

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l_english:
building_type_tell_mines_01:1 "Tell Mines"
building_type_tell_mines_01_desc:1 "WIP."
building_tell_mines_01:1 "Surface Excavation"
building_tell_mines_01_desc:2 "WIP."
building_tell_mines_02:1 "Shallow Dig Sites"
building_tell_mines_02_desc:1 "WIP."
building_tell_mines_03:1 "Simple Pulleys"
building_tell_mines_03_desc:1 "WIP."
building_tell_mines_04:1 "Carts and Rails"
building_tell_mines_04_desc:1 "WIP."
building_tell_mines_05:1 "Merchants and Appraisers"
building_tell_mines_05_desc:1 "WIP."
building_tell_mines_06:1 "Shafts and Elevators"
building_tell_mines_06_desc:1 "WIP."
building_tell_mines_07:1 "Scholars and Alchemists "
building_tell_mines_07_desc:1 "WIP."
building_tell_mines_08:2 "Forges of Antediluvia"
building_tell_mines_08_desc:2 "WIP."