diff --git a/common/domiciles/buildings/00_camp_buildings.txt b/common/domiciles/buildings/00_camp_buildings.txt new file mode 100644 index 00000000..66eefa41 --- /dev/null +++ b/common/domiciles/buildings/00_camp_buildings.txt @@ -0,0 +1,4666 @@ +@camp_building_main_slot_construction_duration_t1 = 180 +@camp_building_main_slot_construction_duration_t2 = 210 +@camp_building_main_slot_construction_duration_t3 = 240 +@camp_building_main_slot_construction_duration_t4 = 300 +@camp_building_main_slot_construction_duration_t5 = 360 +@camp_building_main_slot_construction_duration_t6 = 420 + +@camp_building_internal_slot_construction_duration_t1 = 180 +@camp_building_internal_slot_construction_duration_t2 = 240 +@camp_building_internal_slot_construction_duration_t3 = 300 + +################## +# CAMP BUILDINGS +################## +### Camp Main Building - Pavilion +camp_main_01 = { + slot_type = main + # Always built, so construction time doesn't matter. + construction_time = 1 + allowed_domicile_types = { camp } + + character_modifier = { + health = 0.5 + domicile_external_slots_capacity_add = 2 + } + + parameters = { + camp_unlocks_second_officer = yes + } + + # If you ever lose your main tent, for the love of god, get it back AQAP. + ai_value = { value = 10000 } + + ### WESTERN + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_01_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### TRIBAL + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_norse_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_01_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### STEPPE + asset = { + trigger = { + owner.culture = { + has_graphical_steppe_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_01_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### DESERT + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_mena_culture_group_trigger = yes + has_graphical_iranian_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + has_graphical_mediterranean_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_01_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } +} +camp_main_02 = { + slot_type = main + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = camp_main_01 + + cost = { gold = camp_main_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_main_02_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_external_slots_capacity_add = 1 + men_at_arms_cap = 1 + enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value + character_travel_safety_mult = 0.02 + provisions_capacity_add = 100 + } + + parameters = { + camp_unlocks_second_officer = yes + } + + ai_value = { + value = camp_main_main_path_value + if = { + limit = { + num_domicile_buildings >= 4 + } + multiply = 10 + } + } + + ### WESTERN + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### TRIBAL + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_norse_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### STEPPE + asset = { + trigger = { + owner.culture = { + has_graphical_steppe_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### DESERT + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_mena_culture_group_trigger = yes + has_graphical_iranian_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + has_graphical_mediterranean_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } +} +camp_main_03 = { + slot_type = main + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = camp_main_02 + + cost = { gold = camp_main_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_main_03_domicile_building_gold_cost_value + add = camp_main_02_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + maa_toughness_mult = 0.05 + domicile_external_slots_capacity_add = 1 + enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value + character_travel_safety_mult = 0.02 + provisions_capacity_add = 150 + } + + parameters = { + camp_unlocks_second_officer = yes + } + + ai_value = { + value = camp_main_main_path_value + if = { + limit = { + num_domicile_buildings >= 8 + } + multiply = 10 + } + } + + ### WESTERN + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### TRIBAL + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_norse_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### STEPPE + asset = { + trigger = { + owner.culture = { + has_graphical_steppe_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### DESERT + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_mena_culture_group_trigger = yes + has_graphical_iranian_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + has_graphical_mediterranean_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_02_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } +} +camp_main_04 = { + slot_type = main + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = camp_main_03 + + cost = { gold = camp_main_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_main_04_domicile_building_gold_cost_value + add = camp_main_03_domicile_building_gold_cost_value + add = camp_main_02_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + maa_toughness_mult = 0.05 + men_at_arms_cap = 1 + enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value + character_travel_safety_mult = 0.02 + provisions_capacity_add = 250 + } + + parameters = { + camp_unlocks_second_officer = yes + } + + ai_value = { + value = camp_main_main_path_value + if = { + limit = { + num_domicile_buildings >= 12 + } + multiply = 10 + } + } + + ### WESTERN + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_western_culture_group_trigger = yes + has_graphical_india_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_level_03_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### TRIBAL + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_norse_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_tribal_level_03_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### STEPPE + asset = { + trigger = { + owner.culture = { + has_graphical_steppe_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_steppe_level_03_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } + + ### DESERT + asset = { + trigger = { + owner.culture = { + OR = { + has_graphical_mena_culture_group_trigger = yes + has_graphical_iranian_culture_group_trigger = yes + has_graphical_iberian_culture_group_trigger = yes + has_graphical_mediterranean_culture_group_trigger = yes + } + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds" + texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_pavillion_desert_level_03_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_main_building" + } +} + +### Supply Tent - Smithing & Provisions +supply_tent_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = supply_tent_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.5 + supply_capacity_mult = 0.25 + } + + parameters = { + camp_unlocks_quartermaster_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = supply_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + internal_slots = 2 + + cost = { gold = supply_tent_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_02_domicile_building_gold_cost_value + add = supply_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.25 + supply_capacity_mult = 0.25 + } + + parameters = { + camp_unlocks_quartermaster_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = supply_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = supply_tent_02 + internal_slots = 3 + + cost = { gold = supply_tent_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_03_domicile_building_gold_cost_value + add = supply_tent_02_domicile_building_gold_cost_value + add = supply_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.25 + supply_capacity_mult = 0.25 + } + + parameters = { + camp_unlocks_quartermaster_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = supply_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = supply_tent_03 + internal_slots = 4 + + cost = { gold = supply_tent_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_04_domicile_building_gold_cost_value + add = supply_tent_03_domicile_building_gold_cost_value + add = supply_tent_02_domicile_building_gold_cost_value + add = supply_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.35 + supply_capacity_mult = 0.25 + } + + parameters = { + camp_unlocks_quartermaster_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = supply_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = supply_tent_04 + internal_slots = 5 + + cost = { gold = supply_tent_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_05_domicile_building_gold_cost_value + add = supply_tent_04_domicile_building_gold_cost_value + add = supply_tent_03_domicile_building_gold_cost_value + add = supply_tent_02_domicile_building_gold_cost_value + add = supply_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.35 + supply_capacity_mult = 0.25 + } + + parameters = { + camp_unlocks_quartermaster_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = supply_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = supply_tent_05 + internal_slots = 6 + + cost = { gold = supply_tent_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_06_domicile_building_gold_cost_value + add = supply_tent_05_domicile_building_gold_cost_value + add = supply_tent_04_domicile_building_gold_cost_value + add = supply_tent_03_domicile_building_gold_cost_value + add = supply_tent_02_domicile_building_gold_cost_value + add = supply_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.5 + supply_capacity_mult = 0.25 + } + + parameters = { + camp_unlocks_quartermaster_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = supply_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +# Upgrades +supply_tent_sutler = { # Sutler + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_sutler_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_sutler_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + monthly_stewardship_lifestyle_xp_gain_mult = 0.25 + supply_capacity_mult = 0.5 + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_sutler.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_mender = { # Mender + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_mender_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_mender_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + skirmishers_toughness_mult = 0.15 + heavy_infantry_toughness_mult = 0.15 + archers_toughness_mult = 0.15 + pikemen_toughness_mult = 0.15 + } + + ai_value = { + value = camp_building_ai_base_t2 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mender.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_smithy = { # Smithy + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_smithy_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_smithy_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + hard_casualty_modifier = -0.2 + light_cavalry_toughness_mult = 0.2 + heavy_cavalry_toughness_mult = 0.1 + camel_cavalry_toughness_mult = 0.2 + archer_cavalry_toughness_mult = 0.1 + # Not elephantry for obvious reasons. + } + + parameters = { + camp_unlocks_armorer_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t4 + if = { + limit = { + owner = { + OR = { + has_lifestyle = martial_lifestyle + has_lifestyle = stewardship_lifestyle + has_lifestyle = learning_lifestyle + } + } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_smithy.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_arsenal = { # Arsenal + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_arsenal_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_arsenal_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + men_at_arms_limit = 1 + army_damage_mult = 0.1 + } + + parameters = { + camp_unlocks_armorer_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_reserve_provisions = { # Reserve Provisions + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_reserve_provisions_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_reserve_provisions_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = supply_tent_reserve_provisions.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_supply_tent_reserve_provisions + } + } + + character_modifier = { + jungle_provisions_use_mult = -0.25 + taiga_provisions_use_mult = -0.25 + oasis_provisions_use_mult = -0.2 + mountains_provisions_use_mult = -0.1 + steppe_provisions_use_mult = -0.1 + drylands_provisions_use_mult = -0.1 + } + + parameters = { + camp_unlocks_chief_forager_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_reserve_water = { # Reserve Water + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_reserve_water_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_reserve_water_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = supply_tent_reserve_water.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_supply_tent_reserve_water + } + } + + character_modifier = { + desert_provisions_use_mult = -0.25 + desert_mountains_provisions_use_mult = -0.25 + mountains_provisions_use_mult = -0.1 + steppe_provisions_use_mult = -0.1 + drylands_provisions_use_mult = -0.1 + } + + parameters = { + camp_unlocks_chief_forager_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_climbing_gear = { # Climbing Gear + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_climbing_gear_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_climbing_gear_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = supply_tent_climbing_gear.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_supply_tent_climbing_gear + } + } + + character_modifier = { + mountains_travel_danger = -20 + desert_mountains_travel_danger = -20 + mountains_advantage = 10 + desert_mountains_advantage = 10 + mountains_min_combat_roll = 5 + desert_mountains_min_combat_roll = 5 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_climbing.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +supply_tent_subdued_gear = { # Subdued Gear + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = supply_tent_01 + + cost = { gold = supply_tent_subdued_gear_domicile_building_gold_cost_value } + refund = { + gold = { + value = supply_tent_subdued_gear_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = supply_tent_subdued_gear.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_supply_tent_subdued_gear + } + } + + character_modifier = { + owned_scheme_secrecy_add = 20 + } + + parameters = { + camp_unlocks_master_thief_officer = yes + camp_reduced_criminal_contract_xp_gain = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds" + texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent" + } +} +### Barber Tent - Remedies & Torture +barber_tent_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = barber_tent_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -10 + negate_health_penalty_add = 0.2 + hard_casualty_modifier = -0.03 + domicile_monthly_gold_add = 0.2 + } + + parameters = { + camp_infection_chance_buff_1 = yes + } + + ai_value = { value = barber_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + + } +} +barber_tent_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = barber_tent_01 + internal_slots = 2 + + cost = { gold = barber_tent_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_02_domicile_building_gold_cost_value + add = barber_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -5 + negate_health_penalty_add = 0.2 + hard_casualty_modifier = -0.03 + domicile_monthly_gold_add = 0.2 + } + + parameters = { + camp_infection_chance_buff_2 = yes + } + + ai_value = { value = barber_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = barber_tent_02 + internal_slots = 3 + + cost = { gold = barber_tent_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_03_domicile_building_gold_cost_value + add = barber_tent_02_domicile_building_gold_cost_value + add = barber_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -5 + negate_health_penalty_add = 0.2 + hard_casualty_modifier = -0.03 + domicile_monthly_gold_add = 0.2 + } + + parameters = { + camp_infection_chance_buff_3 = yes + } + + ai_value = { value = barber_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = barber_tent_03 + internal_slots = 3 + + cost = { gold = barber_tent_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_04_domicile_building_gold_cost_value + add = barber_tent_03_domicile_building_gold_cost_value + add = barber_tent_02_domicile_building_gold_cost_value + add = barber_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -7 + negate_health_penalty_add = 0.2 + hard_casualty_modifier = -0.03 + domicile_monthly_gold_add = 0.2 + } + + parameters = { + camp_infection_chance_buff_4 = yes + } + + ai_value = { value = barber_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = barber_tent_04 + internal_slots = 3 + + cost = { gold = barber_tent_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_05_domicile_building_gold_cost_value + add = barber_tent_04_domicile_building_gold_cost_value + add = barber_tent_03_domicile_building_gold_cost_value + add = barber_tent_02_domicile_building_gold_cost_value + add = barber_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -7 + negate_health_penalty_add = 0.2 + hard_casualty_modifier = -0.03 + domicile_monthly_gold_add = 0.2 + } + + parameters = { + camp_infection_chance_buff_5 = yes + } + + ai_value = { value = barber_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = barber_tent_05 + internal_slots = 3 + + cost = { gold = barber_tent_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_06_domicile_building_gold_cost_value + add = barber_tent_05_domicile_building_gold_cost_value + add = barber_tent_04_domicile_building_gold_cost_value + add = barber_tent_03_domicile_building_gold_cost_value + add = barber_tent_02_domicile_building_gold_cost_value + add = barber_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -10 + negate_health_penalty_add = 0.5 + hard_casualty_modifier = -0.03 + domicile_monthly_gold_add = 0.2 + } + + parameters = { + camp_infection_chance_buff_6 = yes + } + + ai_value = { value = barber_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +# Upgrades +barber_tent_surgeons_tools = { # Surgeon's Tools + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = barber_tent_01 + + cost = { gold = barber_tent_surgeons_tools_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_surgeons_tools_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + negate_health_penalty_add = 0.50 + hard_casualty_modifier = -0.2 + } + + parameters = { + camp_improved_court_physician_aptitude = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_dentists_tools = { # Dentist's Tools + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = barber_tent_01 + + cost = { gold = barber_tent_dentists_tools_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_dentists_tools_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + negate_health_penalty_add = 0.25 + hard_casualty_modifier = -0.1 + } + + ai_value = { + value = camp_building_ai_base_t2 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_dentist.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_torturers_tools = { # Torturer's Tools + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = barber_tent_01 + + cost = { gold = barber_tent_torturers_tools_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_torturers_tools_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_add = 25 + knight_effectiveness_per_dread = 0.001 + dread_baseline_add = 10 + prisoner_opinion = -30 + } + + parameters = { + camp_unlocks_torture_interaction = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { has_trait = compassionate } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_torture.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_reference_corpus = { # Reference Corpus + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = barber_tent_01 + + cost = { gold = barber_tent_reference_corpus_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_reference_corpus_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = barber_tent_reference_corpus.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_barber_tent_reference_corpus + } + } + + character_modifier = { + negate_health_penalty_add = 0.25 + monthly_learning_lifestyle_xp_gain_mult = 0.25 + learning_scheme_phase_duration = -10 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +barber_tent_morticians_tools = { # Mortician's Tools + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = barber_tent_01 + + cost = { gold = barber_tent_morticians_tools_domicile_building_gold_cost_value } + refund = { + gold = { + value = barber_tent_morticians_tools_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = barber_tent_morticians_tools.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_barber_tent_morticians_tools + } + } + + character_modifier = { + dread_baseline_add = 30 + } + + parameters = { + camp_gold_from_victories_or_nearby_battles = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_morticians_tools.dds" + texture = "gfx/interface/window_domiciles/laamp_building_barber.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent" + } +} +### Baggage Train - Travel & Escorting +baggage_train_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = baggage_train_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + skirmishers_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + internal_slots = 2 + + cost = { gold = baggage_train_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + archers_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = baggage_train_02 + internal_slots = 3 + + cost = { gold = baggage_train_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + heavy_infantry_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = baggage_train_03 + internal_slots = 4 + + cost = { gold = baggage_train_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_04_domicile_building_gold_cost_value + add = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + light_cavalry_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = baggage_train_04 + internal_slots = 5 + + cost = { gold = baggage_train_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_05_domicile_building_gold_cost_value + add = baggage_train_04_domicile_building_gold_cost_value + add = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + heavy_cavalry_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = baggage_train_05 + internal_slots = 6 + + cost = { gold = baggage_train_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_06_domicile_building_gold_cost_value + add = baggage_train_05_domicile_building_gold_cost_value + add = baggage_train_04_domicile_building_gold_cost_value + add = baggage_train_03_domicile_building_gold_cost_value + add = baggage_train_02_domicile_building_gold_cost_value + add = baggage_train_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_speed_mult = 0.02 + provisions_capacity_mult = 0.1 + supply_capacity_mult = 0.2 + siege_weapon_max_size_add = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + camp_unlocks_head_porter_officer = yes + receives_more_escort_contracts = yes + } + + ai_value = { value = baggage_train_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bagage.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +# Upgrades +baggage_train_ample_steeds = { # Ample Steeds + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_ample_steeds_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_ample_steeds_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_ample_steeds.tt.ate_steeds + NOT = { has_character_flag = recently_ate_horses } + } + } + + character_modifier = { + character_travel_speed = 10 + light_cavalry_pursuit_mult = 0.1 + heavy_cavalry_pursuit_mult = 0.1 + archer_cavalry_pursuit_mult = 0.1 + } + + parameters = { + camp_unlocks_head_groom_officer = yes + camp_cheaper_cavalry_reinforcement = yes + } + + ai_value = { + value = camp_building_ai_base_t2 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_porters = { # Porters + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_porters_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_porters_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + provisions_capacity_mult = 0.25 + supply_capacity_mult = 0.25 + knight_effectiveness_per_stewardship = 0.01 + } + + parameters = { + camp_recruit_porters_events = yes + camp_improved_reinforcement_from_gold = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { + OR = { + has_lifestyle = stewardship_lifestyle + has_lifestyle = martial_lifestyle + } + } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_porters.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_trackers = { # Trackers + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_trackers_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_trackers_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + movement_speed = 0.1 + plains_provisions_use_mult = -0.25 + jungle_provisions_use_mult = -0.25 + forest_provisions_use_mult = -0.25 + taiga_provisions_use_mult = -0.25 + drylands_provisions_use_mult = -0.25 + } + + parameters = { + camp_unlocks_huntperson_officer = yes + camp_improved_tracker_contract_success = yes + camp_improves_gather_provisions_hunting = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trackers.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_kennel = { # Kennel + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_kennel_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_kennel_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_kennel.tt.ate_dogs + NOT = { has_character_flag = recently_ate_dogs } + } + } + + character_modifier = { + courtier_opinion = 5 + skirmishers_damage_mult = 0.2 + skirmishers_pursuit_mult = 0.2 + } + + parameters = { + camp_unlocks_kennelperson_officer = yes + camp_unlocks_adopt_a_kennel_dog_decision = yes + } + + ai_value = { value = camp_building_ai_base_t1 } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_siege_engineers = { # Siege Engineers + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_siege_engineers_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_siege_engineers_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_siege_engineers.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_baggage_train_siege_engineers + } + } + + character_modifier = { + siege_weapon_siege_value_mult = 0.25 + } + + parameters = { + camp_unlocks_chief_engineer_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_siege_engineers.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_shrine = { # Shrine + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_shrine_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_shrine_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.25 + same_faith_opinion = 5 + learning = 1 + } + + parameters = { + camp_enable_conversion = yes + } + + parameters = { + camp_unlocks_camp_priest_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { has_trait = cynical } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_scribes = { # Scribes + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_scribes_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_scribes_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_scribes.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_baggage_train_scribes + } + } + + character_modifier = { + learning_per_prestige_level = 1 + } + + parameters = { + camp_improved_learning_contract_rewards = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_bartering_grounds = { # Bartering Grounds + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_bartering_grounds_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_bartering_grounds_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.25 + } + + parameters = { + camp_improved_stewardship_contract_rewards = yes + camp_unlocks_pawn_gear_interaction = yes + } + + ai_value = { + value = camp_building_ai_base_t4 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_proof_of_claims = { # Proof of Claims + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_proof_of_claims_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_proof_of_claims_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_proof_of_claims.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_baggage_train_proof_of_claims + } + } + + character_modifier = { + diplomacy_per_prestige_level = 1 + } + + parameters = { + camp_unlocks_witness_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_ransom_cages = { # Ransom Cages + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_ransom_cages_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_ransom_cages_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_ransom_cages.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_baggage_train_ransom_cages + } + } + + character_modifier = {} + + parameters = { + camp_unlocks_person_haggler_officer = yes + camp_reduced_prisoner_escape_chance = yes + camp_unlocks_abduct_scheme = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_ransom_cages.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_negotiators = { # Negotiators + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_negotiators_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_negotiators_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_negotiators.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_baggage_train_negotiators + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.25 + } + + parameters = { + camp_improves_wipe_slate_decision = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_ascetics = { # Ascetics + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_ascetics_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_ascetics_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = baggage_train_ascetics.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_baggage_train_ascetics + } + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.25 + domicile_monthly_piety_add = 3 + holy_order_hire_cost_mult = -0.5 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_ascetics.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +baggage_train_pleasure_tents = { # Pleasure Tents + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = baggage_train_01 + + cost = { gold = baggage_train_pleasure_tents_domicile_building_gold_cost_value } + refund = { + gold = { + value = baggage_train_pleasure_tents_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_opinion = 10 + stress_loss_mult = 0.1 + intrigue_scheme_phase_duration = -10 + monthly_intrigue_lifestyle_xp_gain_mult = 0.25 + fertility = 0.2 + } + + parameters = { + camp_pleasure_tent_recruitment_events = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_pleasure_tents.dds" + texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train" + } +} +### Mess Tent - Morsels & Morale +mess_tent_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = mess_tent_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_and_guest_opinion = 3 + stress_loss_mult = 0.05 + prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value + } + + parameters = { + camp_unlocks_camp_cook_officer = yes + camp_improves_gather_provisions_decision = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = mess_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = mess_tent_01 + internal_slots = 1 + + cost = { gold = mess_tent_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_02_domicile_building_gold_cost_value + add = mess_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_and_guest_opinion = 3 + stress_loss_mult = 0.05 + prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value + } + + parameters = { + camp_unlocks_camp_cook_officer = yes + camp_improves_gather_provisions_decision = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = mess_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = mess_tent_02 + internal_slots = 2 + + cost = { gold = mess_tent_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_03_domicile_building_gold_cost_value + add = mess_tent_02_domicile_building_gold_cost_value + add = mess_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_and_guest_opinion = 3 + stress_loss_mult = 0.05 + prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value + } + + parameters = { + camp_unlocks_camp_cook_officer = yes + camp_improves_gather_provisions_decision = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = mess_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = mess_tent_03 + internal_slots = 2 + + cost = { gold = mess_tent_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_04_domicile_building_gold_cost_value + add = mess_tent_03_domicile_building_gold_cost_value + add = mess_tent_02_domicile_building_gold_cost_value + add = mess_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_and_guest_opinion = 3 + stress_loss_mult = 0.05 + prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value + } + + parameters = { + camp_unlocks_camp_cook_officer = yes + camp_improves_gather_provisions_decision = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = mess_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = mess_tent_04 + internal_slots = 3 + + cost = { gold = mess_tent_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_05_domicile_building_gold_cost_value + add = mess_tent_04_domicile_building_gold_cost_value + add = mess_tent_03_domicile_building_gold_cost_value + add = mess_tent_02_domicile_building_gold_cost_value + add = mess_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_and_guest_opinion = 3 + stress_loss_mult = 0.05 + prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value + } + + parameters = { + camp_unlocks_camp_cook_officer = yes + camp_improves_gather_provisions_decision = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = mess_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = mess_tent_05 + internal_slots = 3 + + cost = { gold = mess_tent_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_06_domicile_building_gold_cost_value + add = mess_tent_05_domicile_building_gold_cost_value + add = mess_tent_04_domicile_building_gold_cost_value + add = mess_tent_03_domicile_building_gold_cost_value + add = mess_tent_02_domicile_building_gold_cost_value + add = mess_tent_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_and_guest_opinion = 3 + stress_loss_mult = 0.05 + prowess_scheme_phase_duration = miniscule_scheme_phase_duration_bonus_value + } + + parameters = { + camp_unlocks_camp_cook_officer = yes + camp_improves_gather_provisions_decision = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { value = mess_tent_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mess.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +# Upgrades +mess_tent_herbalists = { # Herbalists + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = mess_tent_01 + + cost = { gold = mess_tent_herbalists_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_herbalists_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + parameters = { + camp_unlocks_chief_forager_officer = yes + camp_unlocks_poisoner_scheme_agents = yes + camp_improves_gather_provisions_foraging = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_brewers = { # Brewers + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = mess_tent_01 + + cost = { gold = mess_tent_brewers_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_brewers_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + courtier_opinion = 10 + epidemic_resistance = 5 + } + + parameters = { + camp_unlocks_chief_forager_officer = yes + camp_unlocks_camp_party_food_option = yes + } + + ai_value = { + value = camp_building_ai_base_t2 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_curers = { # Curers + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = mess_tent_01 + + cost = { gold = mess_tent_curers_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_curers_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + provisions_capacity_mult = 0.5 + supply_capacity_mult = 0.25 + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_bakers = { # Bakers + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = mess_tent_01 + + cost = { gold = mess_tent_bakers_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_bakers_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + courtier_opinion = 10 + skirmishers_pursuit_mult = 0.4 + light_cavalry_pursuit_mult = 0.4 + archer_cavalry_pursuit_mult = 0.4 + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +mess_tent_cooks = { # Cooks + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = mess_tent_01 + + cost = { gold = mess_tent_cooks_domicile_building_gold_cost_value } + refund = { + gold = { + value = mess_tent_cooks_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_opinion = 20 + provisions_use_mult = -0.25 + heavy_cavalry_pursuit_mult = 0.4 + heavy_infantry_pursuit_add = 5 + } + + parameters = { + camp_improved_camp_party_activity_gains = yes + } + + ai_value = { + value = camp_building_ai_base_t4 + if = { + limit = { + owner = { has_lifestyle = stewardship_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds" + texture = "gfx/interface/window_domiciles/laamp_building_mess.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent" + } +} +### Campfire - Entertainment & Intrigue +camp_fire_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = camp_fire_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.02 + men_at_arms_cap = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + fireside_chat_intent_unlock = yes + } + + ai_value = { value = camp_fire_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + internal_slots = 1 + + cost = { gold = camp_fire_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_02_domicile_building_gold_cost_value + add = camp_fire_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.02 + } + + parameters = { + camp_better_scout_for_talent = yes + fireside_chat_intent_unlock = yes + } + + ai_value = { value = camp_fire_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_fire_02 + internal_slots = 2 + + cost = { gold = camp_fire_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_03_domicile_building_gold_cost_value + add = camp_fire_02_domicile_building_gold_cost_value + add = camp_fire_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.02 + } + + parameters = { + camp_better_scout_for_talent = yes + fireside_chat_intent_unlock = yes + } + + ai_value = { value = camp_fire_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = camp_fire_03 + internal_slots = 2 + + cost = { gold = camp_fire_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_04_domicile_building_gold_cost_value + add = camp_fire_03_domicile_building_gold_cost_value + add = camp_fire_02_domicile_building_gold_cost_value + add = camp_fire_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.02 + men_at_arms_cap = 1 + } + + parameters = { + camp_better_scout_for_talent = yes + fireside_chat_intent_unlock = yes + } + + ai_value = { value = camp_fire_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = camp_fire_04 + internal_slots = 3 + + cost = { gold = camp_fire_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_05_domicile_building_gold_cost_value + add = camp_fire_04_domicile_building_gold_cost_value + add = camp_fire_03_domicile_building_gold_cost_value + add = camp_fire_02_domicile_building_gold_cost_value + add = camp_fire_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.02 + } + + parameters = { + camp_better_scout_for_talent = yes + fireside_chat_intent_unlock = yes + } + + ai_value = { value = camp_fire_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = camp_fire_05 + internal_slots = 3 + + cost = { gold = camp_fire_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_06_domicile_building_gold_cost_value + add = camp_fire_05_domicile_building_gold_cost_value + add = camp_fire_04_domicile_building_gold_cost_value + add = camp_fire_03_domicile_building_gold_cost_value + add = camp_fire_02_domicile_building_gold_cost_value + add = camp_fire_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.02 + } + + parameters = { + camp_better_scout_for_talent = yes + fireside_chat_intent_unlock = yes + } + + ai_value = { value = camp_fire_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_campfire.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +# Upgrades +camp_fire_trailing_musicians = { # Trailing Musicians + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_trailing_musicians_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_trailing_musicians_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_effectiveness_per_diplomacy = 0.01 + } + + parameters = { + camp_unlocks_master_bard_officer = yes + camp_improved_musician_scheme_agent = yes + } + + ai_value = { + value = camp_building_ai_base_t4 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trailing_musicians.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_wandering_poets = { # Wandering Poets + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_wandering_poets_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_wandering_poets_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + knight_effectiveness_per_intrigue = 0.01 + } + + parameters = { + camp_unlocks_master_bard_officer = yes + camp_more_likely_to_become_poet = yes + camp_improved_poet_scheme_agent = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_wandering_poets.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_capering_fools = { # Capering Fools + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_capering_fools_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_capering_fools_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + stress_loss_mult = 0.1 + } + + parameters = { + camp_improves_stooge_officer = yes + camp_recruit_fool_events = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_capering_fools.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_libations_for_the_lost = { # Libations for the Lost + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_libations_for_the_lost_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_libations_for_the_lost_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + courtier_opinion = 5 + stress_gain_mult = -0.2 + domicile_monthly_piety_add = 0.1 + knight_effectiveness_per_learning = 0.01 + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_libations_for_the_lost.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_local_hangers_on = { # Local Hangers-On + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_local_hangers_on_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_local_hangers_on_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_fire_local_hangers_on.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_fire_local_hangers_on + } + } + + character_modifier = { + contract_scheme_phase_duration_add = -10 + monthly_intrigue_lifestyle_xp_gain_add = 25 + } + + parameters = { + camp_recruit_locals_events = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_future_dreams = { # Future Dreams + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_future_dreams_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_future_dreams_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_fire_future_dreams.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_fire_future_dreams + } + } + + character_modifier = { + knight_limit = 2 + knight_effectiveness_per_diplomacy = 0.02 + } + + parameters = { + camp_unlock_trade_oath_interaction = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = diplomacy_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_future_dreams.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_nightly_debates = { # Nightly Debates + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_nightly_debates_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_nightly_debates_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_fire_nightly_debates.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_fire_nightly_debates + } + } + + character_modifier = { + monthly_prestige_gain_per_court_position_add = 0.15 + learning_scheme_phase_duration = major_scheme_phase_duration_bonus_value + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_debates.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +camp_fire_juicy_rumors = { # Juicy Rumors + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = camp_fire_01 + + cost = { gold = camp_fire_juicy_rumors_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_fire_juicy_rumors_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_fire_juicy_rumors.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_fire_juicy_rumors + } + } + + character_modifier = { + intrigue = 4 + } + + parameters = { + camp_improved_criminal_contract_rewards = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds" + texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire" + } +} +### Proving Grounds - Training & Recruitment +proving_grounds_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = proving_grounds_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + men_at_arms_limit = 1 + maa_damage_mult = 0.01 + } + + parameters = { + camp_unlocks_master_of_arms_officer = yes + } + + ai_value = { value = proving_grounds_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + internal_slots = 2 + + cost = { gold = proving_grounds_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_02_domicile_building_gold_cost_value + add = proving_grounds_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + maa_damage_mult = 0.01 + men_at_arms_recruitment_cost = -0.05 + } + + parameters = { + camp_unlocks_master_of_arms_officer = yes + } + + ai_value = { value = proving_grounds_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_02 + internal_slots = 3 + + cost = { gold = proving_grounds_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_03_domicile_building_gold_cost_value + add = proving_grounds_02_domicile_building_gold_cost_value + add = proving_grounds_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + maa_damage_mult = 0.02 + } + + parameters = { + camp_unlocks_master_of_arms_officer = yes + } + + ai_value = { value = proving_grounds_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = proving_grounds_03 + internal_slots = 4 + + cost = { gold = proving_grounds_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_04_domicile_building_gold_cost_value + add = proving_grounds_03_domicile_building_gold_cost_value + add = proving_grounds_02_domicile_building_gold_cost_value + add = proving_grounds_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + men_at_arms_limit = 1 + maa_damage_mult = 0.02 + men_at_arms_recruitment_cost = -0.05 + } + + parameters = { + camp_unlocks_master_of_arms_officer = yes + } + + ai_value = { value = proving_grounds_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = proving_grounds_04 + internal_slots = 5 + + cost = { gold = proving_grounds_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_05_domicile_building_gold_cost_value + add = proving_grounds_04_domicile_building_gold_cost_value + add = proving_grounds_03_domicile_building_gold_cost_value + add = proving_grounds_02_domicile_building_gold_cost_value + add = proving_grounds_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + maa_damage_mult = 0.04 + } + + parameters = { + camp_unlocks_master_of_arms_officer = yes + } + + ai_value = { value = proving_grounds_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = proving_grounds_05 + internal_slots = 6 + + cost = { gold = proving_grounds_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_06_domicile_building_gold_cost_value + add = proving_grounds_05_domicile_building_gold_cost_value + add = proving_grounds_04_domicile_building_gold_cost_value + add = proving_grounds_03_domicile_building_gold_cost_value + add = proving_grounds_02_domicile_building_gold_cost_value + add = proving_grounds_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + maa_damage_mult = 0.04 + men_at_arms_recruitment_cost = -0.05 + } + + parameters = { + camp_unlocks_master_of_arms_officer = yes + } + + ai_value = { value = proving_grounds_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +# Upgrades +proving_grounds_horse_run = { # Horse Run + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_horse_run_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_horse_run_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.3 + light_cavalry_screen_mult = 0.3 + } + + parameters = { + camp_unlocks_light_cavalry_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:light_cavalry <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_camel_run = { # Camel Run + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_camel_run_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_camel_run_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + } + + character_modifier = { + camel_cavalry_toughness_mult = 0.3 + camel_cavalry_screen_mult = 0.3 + } + + parameters = { + camp_unlocks_camelry_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:camel_cavalry <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_elephantry_reserve = { # Elephantry Reserve + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_elephantry_reserve_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + domicile.domicile_location ?= { geographical_region = world_innovation_elephants } + custom_tooltip = { + text = proving_grounds_elephantry_reserve.tt.ate_elephants + NOT = { has_character_flag = recently_ate_elephants } + } + } + + character_modifier = {} + + parameters = { + camp_unlocks_elephantry_captain_officer = yes + camp_reinforce_elephant_regiments_anywhere = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_nightly_barding_drills = { # Nightly Barding Drills + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_nightly_barding_drills_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + heavy_cavalry_toughness_mult = 0.1 + heavy_cavalry_damage_mult = 0.1 + } + + parameters = { + camp_unlocks_heavy_cavalry_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:heavy_cavalry <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_life_in_the_saddle = { # Life in the Saddle + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_life_in_the_saddle_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + culture = { has_cultural_parameter = unlock_maa_horse_archers } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.15 + archer_cavalry_toughness_mult = 0.15 + archer_cavalry_screen_mult = 0.4 + } + + parameters = { + camp_unlocks_horse_archer_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:archer_cavalry <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_the_stump = { # The Stump + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_the_stump_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_the_stump_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + archers_damage_mult = 0.3 + archers_pursuit_add = 5 + } + + parameters = { + camp_unlocks_archer_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:archers <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_personal_bouts = { # Personal Bouts + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_personal_bouts_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_personal_bouts_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + heavy_infantry_toughness_mult = 0.2 + heavy_infantry_damage_mult = 0.3 + heavy_infantry_screen_mult = 0.4 + } + + parameters = { + camp_unlocks_heavy_infantry_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:heavy_infantry <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_training_circle = { # Training Circle + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_training_circle_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_training_circle_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + skirmishers_toughness_mult = 0.3 + skirmishers_pursuit_mult = 0.3 + skirmishers_damage_mult = 0.3 + } + + parameters = { + camp_unlocks_light_infantry_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:skirmishers <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_training_circle.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_mock_battle_drills = { # Mock Battle Drills + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_mock_battle_drills_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + pikemen_toughness_mult = 0.3 + pikemen_damage_mult = 0.2 + } + + parameters = { + camp_unlocks_pike_captain_officer = yes + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + if = { + limit = { + owner = { + number_maa_regiments_of_base_type:pikemen <= 0 + } + } + multiply = 0 + } + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mock_battle_drill.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_lockwagon = { # Lockwagon + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_lockwagon_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_lockwagon_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = proving_grounds_lockwagon.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_proving_grounds_lockwagon + } + } + + character_modifier = { + men_at_arms_limit = 1 + } + + parameters = { + camp_unlocks_master_of_spoils_officer = yes + camp_improved_mercenary_contract_rewards = yes + camp_improved_entice_local_mercenaries = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_martial_study = { # Martial Study + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_martial_study_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_martial_study_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = proving_grounds_martial_study.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_proving_grounds_martial_study + } + } + + character_modifier = { + max_combat_roll = 5 + monthly_martial_lifestyle_xp_gain_add = 1 + monthly_learning_lifestyle_xp_gain_add = 1 + knight_effectiveness_per_learning = 0.01 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_the_stick_game = { # The Stick Game + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_the_stick_game_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_the_stick_game_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = proving_grounds_the_stick_game.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_proving_grounds_the_stick_game + } + } + + character_modifier = { + knight_effectiveness_per_intrigue = 0.01 + owned_scheme_secrecy_add = 20 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +proving_grounds_bodyguard_drills = { # Bodyguard Drills + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = proving_grounds_01 + + cost = { gold = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value } + refund = { + gold = { + value = proving_grounds_bodyguard_drills_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = proving_grounds_bodyguard_drills.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_proving_grounds_bodyguard_drills + } + } + + character_modifier = { + enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value + scheme_discovery_chance_mult = 0.15 + } + + parameters = { + camp_unlocks_handpicked_faithful_maa_type = yes + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bodyguard_drills.dds" + texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground" + } +} +### Perimeter - Defence & Counter-espionage +camp_perimeter_01 = { + internal_slots = 1 + construction_time = @camp_building_main_slot_construction_duration_t1 + allowed_domicile_types = { camp } + + cost = { gold = camp_perimeter_01_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_safety = 3 + enemy_hostile_scheme_success_chance_max_add = -5 + character_travel_speed = 5 + domicile_travel_speed = 0.05 + } + + parameters = { + camp_unlocks_forward_scouts = yes + } + + ai_value = { value = camp_perimeter_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_02 = { + construction_time = @camp_building_main_slot_construction_duration_t2 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + internal_slots = 2 + + cost = { gold = camp_perimeter_02_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_02_domicile_building_gold_cost_value + add = camp_perimeter_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_safety = 3 + enemy_hostile_scheme_success_chance_max_add = -5 + character_travel_speed = 5 + domicile_travel_speed = 0.05 + } + + parameters = { + camp_unlocks_forward_scouts = yes + } + + ai_value = { value = camp_perimeter_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_03 = { + construction_time = @camp_building_main_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_02 + internal_slots = 3 + + cost = { gold = camp_perimeter_03_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_03_domicile_building_gold_cost_value + add = camp_perimeter_02_domicile_building_gold_cost_value + add = camp_perimeter_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_safety = 3 + enemy_hostile_scheme_success_chance_max_add = -5 + character_travel_speed = 5 + domicile_travel_speed = 0.05 + } + + parameters = { + camp_unlocks_forward_scouts = yes + } + + ai_value = { value = camp_perimeter_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_04 = { + construction_time = @camp_building_main_slot_construction_duration_t4 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_03 + internal_slots = 3 + + cost = { gold = camp_perimeter_04_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_04_domicile_building_gold_cost_value + add = camp_perimeter_03_domicile_building_gold_cost_value + add = camp_perimeter_02_domicile_building_gold_cost_value + add = camp_perimeter_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_safety = 3 + enemy_hostile_scheme_success_chance_max_add = -5 + character_travel_speed = 5 + domicile_travel_speed = 0.05 + } + + parameters = { + camp_unlocks_forward_scouts = yes + } + + ai_value = { value = camp_perimeter_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_05 = { + construction_time = @camp_building_main_slot_construction_duration_t5 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_04 + internal_slots = 3 + + cost = { gold = camp_perimeter_05_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_05_domicile_building_gold_cost_value + add = camp_perimeter_04_domicile_building_gold_cost_value + add = camp_perimeter_03_domicile_building_gold_cost_value + add = camp_perimeter_02_domicile_building_gold_cost_value + add = camp_perimeter_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_safety = 3 + enemy_hostile_scheme_success_chance_max_add = -5 + character_travel_speed = 5 + domicile_travel_speed = 0.05 + } + + parameters = { + camp_unlocks_forward_scouts = yes + } + + ai_value = { value = camp_perimeter_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_06 = { + construction_time = @camp_building_main_slot_construction_duration_t6 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_05 + internal_slots = 3 + + cost = { gold = camp_perimeter_06_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_06_domicile_building_gold_cost_value + add = camp_perimeter_05_domicile_building_gold_cost_value + add = camp_perimeter_04_domicile_building_gold_cost_value + add = camp_perimeter_03_domicile_building_gold_cost_value + add = camp_perimeter_02_domicile_building_gold_cost_value + add = camp_perimeter_01_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + character_travel_safety = 3 + enemy_hostile_scheme_success_chance_max_add = -5 + character_travel_speed = 5 + domicile_travel_speed = 0.05 + } + + parameters = { + camp_unlocks_forward_scouts = yes + } + + ai_value = { value = camp_perimeter_main_path_value } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +# Upgrades +camp_perimeter_good_siting = { # Good Siting + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + + cost = { gold = camp_perimeter_good_siting_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_good_siting_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + scheme_discovery_chance_mult = 0.1 + enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_good_siting.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_fixed_layout = { # Fixed Layout + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + + cost = { gold = camp_perimeter_fixed_layout_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_fixed_layout_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + domicile_travel_speed = 0.25 + men_at_arms_limit = 1 + } + + ai_value = { + value = camp_building_ai_base_t2 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fixed_layout.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_extra_watch = { # Extra Watch + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + + cost = { gold = camp_perimeter_extra_watch_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_extra_watch_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_perimeter_extra_watch.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_perimeter_extra_watch + } + } + + character_modifier = { + enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value + scheme_discovery_chance_mult = 0.1 + archers_damage_mult = 0.1 + archer_cavalry_damage_mult = 0.05 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_palisade = { # Palisade + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + + cost = { gold = camp_perimeter_palisade_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_palisade_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_perimeter_palisade.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_perimeter_palisade + } + } + + character_modifier = { + enemy_hostile_scheme_success_chance_max_add = -10 + character_travel_safety_mult = 0.1 + hard_casualty_modifier = -0.1 + } + + ai_value = { + value = camp_building_ai_base_t3 + if = { + limit = { + owner = { has_lifestyle = intrigue_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_palisade.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter_palisade.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_ditch = { # Ditch + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t3 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + + cost = { gold = camp_perimeter_ditch_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_ditch_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + can_construct = { + custom_tooltip = { + text = camp_perimeter_ditch.tt.unlocked_by_purpose + has_realm_law_flag = unlocks_camp_perimeter_ditch + } + } + + character_modifier = { + retreat_losses = -0.3 + defender_advantage = 5 + } + + ai_value = { + value = camp_building_ai_base_t5 + if = { + limit = { + owner = { has_lifestyle = martial_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter_ditch.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} +camp_perimeter_camp_hygiene = { # Camp Hygiene + slot_type = internal + construction_time = @camp_building_internal_slot_construction_duration_t1 + allowed_domicile_types = { camp } + previous_building = camp_perimeter_01 + + cost = { gold = camp_perimeter_camp_hygiene_domicile_building_gold_cost_value } + refund = { + gold = { + value = camp_perimeter_camp_hygiene_domicile_building_gold_cost_value + multiply = camp_refund_mult_value + floor = yes + } + } + + character_modifier = { + epidemic_travel_danger = -15 + } + + ai_value = { + value = camp_building_ai_base_t1 + if = { + limit = { + owner = { has_lifestyle = learning_lifestyle } + } + add = camp_building_ai_lifestyle_bias_value + } + multiply = 10 + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds" + texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter" + } +} diff --git a/common/domiciles/buildings/00_estate_buildings.txt b/common/domiciles/buildings/00_estate_buildings.txt new file mode 100644 index 00000000..d22376c7 --- /dev/null +++ b/common/domiciles/buildings/00_estate_buildings.txt @@ -0,0 +1,11748 @@ +################## +# ESTATE BUILDINGS +################## + +### NOTE: If updating, adding, or changing buildings, ensure the following effects are updated too: +### destroy_random_estate_building_variable_effect +### destroy_random_estate_building_effect + +### Estate Main Building - The Villa +estate_main_01 = { + slot_type = main + internal_slots = 2 + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = estate_external_building_high_cost_tier_2_value + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + domicile_monthly_influence_add = 1 + domicile_external_slots_capacity_add = 2 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_02 = { + slot_type = main + internal_slots = 4 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_01 + + can_construct = { + culture ?= { has_innovation = innovation_city_planning } + } + + cost = { + gold = estate_external_building_high_cost_tier_3_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_03 = { + slot_type = main + internal_slots = 6 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_02 + + can_construct = { + culture ?= { has_innovation = innovation_manorialism } + } + + cost = { + gold = estate_external_building_high_cost_tier_4_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_2 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.5 + domicile_monthly_gold_mult = 0.02 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds" + texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_04 = { + slot_type = main + internal_slots = 8 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_03 + + can_construct = { + culture ?= { has_innovation = innovation_development_03 } + } + + cost = { + gold = estate_external_building_high_cost_tier_5_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_3 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.5 + domicile_monthly_gold_mult = 0.03 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +estate_main_05 = { + slot_type = main + internal_slots = 10 + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = estate_main_04 + + can_construct = { + culture ?= { has_innovation = innovation_cranes } + } + + cost = { + gold = estate_external_building_high_cost_tier_6_value + } + + parameters = { + reduce_success_of_raid_estate = yes + estate_increase_house_member_investment_cap_4 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.75 + domicile_monthly_gold_mult = 0.05 + domicile_monthly_influence_add = 0.5 + domicile_external_slots_capacity_add = 1 + } + + ai_value = { + value = 100 + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds" + texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building" + } +} + +#################### +##### VILLA UPGRADES +### Diplomacy Upgrade +living_quarters_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + personal_scheme_phase_duration_add = -10 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +living_quarters_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = living_quarters_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + dynasty_house_opinion = 5 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +living_quarters_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = living_quarters_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +living_quarters_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = living_quarters_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_living_quarters } + multiply = 0.75 + desc = raid_insight_quarters + } + } + } + + character_modifier = { + monthly_diplomacy_lifestyle_xp_gain_mult = 0.05 + dynasty_house_opinion = 5 + personal_scheme_phase_duration_add = -10 + owned_personal_scheme_success_chance_add = 5 + } + + parameters = { + estate_unlock_ingratiate_family_interaction = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Martial Upgrade +trophy_room_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +trophy_room_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = trophy_room_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + prowess = 1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +trophy_room_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = trophy_room_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + advantage = 3 + } + + parameters = { + trophy_room_victory_influence = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +trophy_room_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = trophy_room_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_trophy_room } + multiply = 0.75 + desc = raid_insight_trophy_room + } + } + } + + character_modifier = { + monthly_martial_lifestyle_xp_gain_mult = 0.05 + advantage = 3 + prowess = 1 + } + + parameters = { + trophy_room_victory_influence = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Stewardship Upgrade +office_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +office_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = office_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_governor_efficiency_bonus = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +office_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = office_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_governor_efficiency_bonus = yes + estate_governor_efficiency_bonus_for_house_members = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +office_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = office_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_office } + multiply = 0.75 + desc = raid_insight_office + } + } + } + + parameters = { + estate_local_theme_cost_reduction = yes + estate_governor_efficiency_bonus = yes + estate_governor_efficiency_bonus_for_house_members = yes + estate_governor_trait_xp_bonus_for_contracts = yes + estate_unlock_teach_governor_interaction = yes + } + + character_modifier = { + monthly_stewardship_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Intrigue Upgrade +servants_quarters_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +servants_quarters_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = servants_quarters_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + parameters = { + estate_unlock_hire_agents_decision = yes + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +servants_quarters_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = servants_quarters_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + parameters = { + estate_unlock_hire_agents_decision = yes + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + owned_hostile_scheme_success_chance_add = 5 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +servants_quarters_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = servants_quarters_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_servants_quarters } + multiply = 0.75 + desc = raid_insight_servants_quarters + } + } + } + + parameters = { + estate_unlock_hire_agents_decision = yes + } + + character_modifier = { + monthly_intrigue_lifestyle_xp_gain_mult = 0.05 + owned_hostile_scheme_success_chance_add = 5 + max_hostile_schemes_add = 1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Learning Upgrade +library_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +library_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +# Observatory sub-branch +library_observatory_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + owned_legend_spread_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +library_observatory_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_observatory_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + owned_legend_spread_mult = 0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +# Education sub-branch +library_education_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_increase_physician_aptitude = yes + estate_reduced_tutor_cost = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +library_education_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = library_education_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_library } + multiply = 0.75 + desc = raid_insight_library + } + } + } + + parameters = { + estate_unlock_tier_5_education = yes + estate_increase_physician_aptitude = yes + estate_reduced_tutor_cost = yes + estate_increased_tutor_aptitude = yes + } + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Bath +bath_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +bath_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = bath_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 2 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +bath_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = bath_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 3 + } + + parameters = { + estate_increase_safe_treatment_success_1 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +bath_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = bath_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_bath } + multiply = 0.75 + desc = raid_insight_bath + } + } + } + + character_modifier = { + negate_health_penalty_add = 0.05 + attraction_opinion = 3 + epidemic_resistance = 5 + } + + parameters = { + estate_increase_safe_treatment_success_2 = yes + } + + ai_value = { + value = 3 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Guest Room +guest_room_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_1 = yes + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + parameters = { + increased_success_personal_schemes_1 = yes + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_2 = yes + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + courtier_and_guest_opinion = 2 + } + + parameters = { + increased_success_personal_schemes_2 = yes + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +guest_room_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = guest_room_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_guest_room } + multiply = 0.75 + desc = raid_insight_guest_room + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + increased_success_personal_schemes_3 = yes + } + + ai_value = { + value = 3 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_esteemed_hospitality + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Wine Cellar +wine_cellar_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_wine_cellar } + multiply = 0.75 + } + } + } + + parameters = { + estate_unlock_feast_influence_option_1 = yes + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_tradition = tradition_culinary_art + } + } + } + add = 3 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +wine_cellar_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = wine_cellar_01 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_wine_cellar } + multiply = 0.75 + } + } + } + + parameters = { + estate_unlock_feast_influence_option_2 = yes + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_tradition = tradition_culinary_art + } + } + } + add = 3 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +wine_cellar_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = wine_cellar_02 + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_wine_cellar } + multiply = 0.75 + } + } + } + + parameters = { + estate_unlock_feast_influence_option_3 = yes + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + OR = { + has_cultural_pillar = heritage_byzantine + has_cultural_tradition = tradition_culinary_art + } + } + } + add = 3 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Courtyard +courtyard_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +courtyard_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = courtyard_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + estate_cheaper_feast_cost = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +courtyard_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = courtyard_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + estate_cheaper_feast_cost = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +courtyard_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = courtyard_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_courtyard } + multiply = 0.75 + desc = raid_insight_courtyard + } + } + } + + parameters = { + estate_improved_feast_opinion = yes + estate_cheaper_feast_cost = yes + } + + character_modifier = { + political_scheme_phase_duration_add = -3 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Prison +prison_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +prison_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = prison_01 + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +prison_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = prison_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + hostage_renown_mult = 0.05 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} +prison_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = prison_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_prison } + multiply = 0.75 + desc = raid_insight_prison + } + } + } + + parameters = { + estate_torture_grants_influence = yes + } + + character_modifier = { + dread_gain_mult = 0.05 + hostage_income_mult = 0.05 + hostage_renown_mult = 0.05 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + has_trait = vengeful + has_trait = callous + has_trait = sadistic + } + } + } + add = 5 + } + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Reception Hall +reception_hall_01 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.02 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_01 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_02 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_01 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.04 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_02 = yes + estate_increase_house_member_investment_cap_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_03 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_02 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.06 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_03 = yes + estate_increase_house_member_investment_cap_2 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_04 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_03 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.08 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_04 = yes + estate_increase_house_member_investment_cap_3 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +reception_hall_05 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = reception_hall_04 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_3 } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_reception_hall } + multiply = 0.75 + desc = raid_insight_reception_hall + } + } + } + + character_modifier = { + domicile_monthly_influence_mult = 0.1 + } + + parameters = { + legitimacy_counter = yes + reception_hall_legitimacy_loss_05 = yes + estate_increase_house_member_investment_cap_4 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +### Cabinet of Curiosities +cabinet_of_curiosities_01 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + can_construct = { + dynasty ?= { has_dynasty_perk = ep3_administrative_legacy_4 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } + multiply = 0.75 + desc = raid_insight_cabinet_of_curiosities + } + } + } + + character_modifier = { + learning_per_influence_level = 1 + domicile_monthly_influence_add = 0.1 + } + + parameters = { + can_receive_artifacts = yes + estate_improved_inspirations_1 = yes + house_head_can_ask_for_artifacts = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +cabinet_of_curiosities_02 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = cabinet_of_curiosities_01 + + can_construct = { + dynasty ?= { + has_dynasty_perk = ep3_administrative_legacy_4 + custom_description = { + text = cabinet_of_curiosities_upgrade_trigger_2 + dynast.house ?= { cabinet_of_curiosities_artifact_score >= 15 } + } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } + multiply = 0.75 + desc = raid_insight_cabinet_of_curiosities + } + } + } + + character_modifier = { + stewardship_per_influence_level = 1 + monthly_dynasty_prestige = 0.5 + domicile_monthly_influence_add = 0.2 + monthly_court_grandeur_change_add = 0.2 + } + + parameters = { + can_receive_artifacts = yes + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + house_head_can_ask_for_artifacts = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +cabinet_of_curiosities_03 = { + construction_time = 1000 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = cabinet_of_curiosities_02 + + can_construct = { + dynasty ?= { + has_dynasty_perk = ep3_administrative_legacy_4 + custom_description = { + text = cabinet_of_curiosities_upgrade_trigger_3 + dynast.house ?= { cabinet_of_curiosities_artifact_score >= 35 } + } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_cabinet_of_curiosities } + multiply = 0.75 + desc = raid_insight_cabinet_of_curiosities + } + } + } + + character_modifier = { + learning_per_influence_level = 1 + stewardship_per_influence_level = 1 + monthly_dynasty_prestige = 0.5 + domicile_monthly_influence_add = 0.3 + monthly_court_grandeur_change_add = 0.3 + general_opinion = 10 + } + + parameters = { + can_receive_artifacts = yes + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + house_head_can_ask_for_artifacts = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +#Grand Solar +grand_solar_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = estate_main_01 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + dynasty_opinion = 5 + stress_gain_mult = -0.05 + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +grand_solar_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = grand_solar_01 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + dynasty_opinion = 5 + stress_gain_mult = -0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +grand_solar_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = grand_solar_02 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + monthly_dynasty_prestige = 0.1 + dynasty_opinion = 5 + stress_gain_mult = -0.1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +grand_solar_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + slot_type = internal + previous_building = grand_solar_03 + + can_construct = { + custom_tooltip = { + text = unlocked_via_event + house.house_head = { has_character_flag = ep3_construct_grand_solar } + } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + parameters = { + solar_white_peace_stress_loss = yes + } + + cost = { + gold = { + value = estate_internal_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grand_solar } + multiply = 0.75 + desc = raid_insight_grand_solar + } + } + } + + character_modifier = { + monthly_dynasty_prestige = 0.1 + dynasty_opinion = 5 + stress_gain_mult = -0.1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_solar.dds" + texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds" + } +} + +#################### +#### BUILDINGS ##### +#################### +### Temple Building +temple_small_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + } + parameters = { + influence_gain_from_hof_support_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} +temple_small_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + } + parameters = { + influence_gain_from_hof_support_2 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} +temple_small_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.1 + } + parameters = { + influence_gain_from_hof_support_3 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small" + } +} + +# Crypt sub-branch +temple_crypt_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + parameters = { + estate_inherit_influence_small_bonus = yes + influence_gain_from_hof_support_3 = yes + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.03 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + has_cultural_tradition = tradition_mystical_ancestors + } + faith ?= { has_doctrine = tenet_ancestor_worship } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } +} +temple_crypt_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_crypt_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + parameters = { + estate_inherit_influence_medium_bonus = yes + influence_gain_from_hof_support_3 = yes + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.03 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + has_cultural_tradition = tradition_mystical_ancestors + } + faith ?= { has_doctrine = tenet_ancestor_worship } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } +} +temple_crypt_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_crypt_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + parameters = { + estate_inherit_influence_large_bonus = yes + influence_gain_from_hof_support_3 = yes + estate_powerful_family_rating_per_dynasty_level = yes + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.04 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + has_cultural_tradition = tradition_mystical_ancestors + } + faith ?= { has_doctrine = tenet_ancestor_worship } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_crypt" + } +} + +# Temple sub-branch +temple_large_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.2 + domicile_monthly_gold_add = 0.3 + clergy_opinion = 5 + } + parameters = { + influence_gain_from_hof_support_4 = yes + reduce_state_faith_cost = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } +} +temple_large_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_large_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.2 + domicile_monthly_gold_add = 0.4 + clergy_opinion = 5 + } + parameters = { + influence_gain_from_hof_support_5 = yes + reduce_state_faith_cost = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } +} +temple_large_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_large_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + + character_modifier = { + domicile_monthly_piety_add = 0.3 + domicile_monthly_gold_add = 0.5 + clergy_opinion = 5 + } + + parameters = { + influence_gain_from_hof_support_6 = yes + reduce_state_faith_cost = yes + more_successful_heresies = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_church.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_large" + } +} + +# Monastery sub-branch +temple_monastery_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_small_03 + + can_construct = { + faith = { has_doctrine = tenet_monasticism } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + parameters = { + influence_gain_from_hof_support_4 = yes + } + + character_modifier = { + domicile_monthly_piety_mult = 0.05 + domicile_monthly_gold_add = 0.6 + } + + parameters = { + estate_unlocks_commission_icon = yes + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } +} +temple_monastery_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_monastery_04 + + can_construct = { + faith = { has_doctrine = tenet_monasticism } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + parameters = { + influence_gain_from_hof_support_5 = yes + } + + character_modifier = { + domicile_monthly_piety_mult = 0.05 + domicile_monthly_gold_add = 0.8 + } + + parameters = { + estate_unlocks_commission_icon = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } +} +temple_monastery_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = temple_monastery_05 + + can_construct = { + faith = { has_doctrine = tenet_monasticism } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_temple } + multiply = 0.75 + desc = raid_insight_temple + } + } + } + parameters = { + influence_gain_from_hof_support_6 = yes + } + + character_modifier = { + domicile_monthly_piety_mult = 0.05 + domicile_monthly_gold_add = 1 + } + + parameters = { + estate_unlocks_commission_icon = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + owner = { + faith.religion = religion:islam_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + trigger = { + owner = { + faith.religion = religion:christianity_religion + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds" + texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_monastery" + } +} + +### Barracks +barracks_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_02 + + can_construct = { + estate_can_construct_barracks_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_03 + + can_construct = { + estate_can_construct_barracks_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.03 + skirmishers_toughness_mult = 0.01 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_04 + + can_construct = { + estate_can_construct_barracks_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.04 + skirmishers_toughness_mult = 0.03 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} +barracks_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = barracks_05 + + can_construct = { + estate_can_construct_barracks_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_barracks } + multiply = 0.75 + desc = raid_insight_barracks + } + } + } + + character_modifier = { + skirmishers_damage_mult = 0.04 + skirmishers_toughness_mult = 0.03 + heavy_infantry_damage_mult = 0.02 + heavy_infantry_toughness_mult = 0.01 + pikemen_damage_mult = 0.02 + pikemen_toughness_mult = 0.01 + #men_at_arms_maintenance = -0.02 + #men_at_arms_recruitment_cost = -0.02 + } + + parameters = { + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds" + texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks" + } +} + +### Watchtower +watchtower_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + hostile_raid_time = 0.1 + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.1 + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.1 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.2 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_3 = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.2 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} +watchtower_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = watchtower_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_watchtower } + multiply = 0.75 + desc = raid_insight_watchtower + } + } + } + + parameters = { + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_3 = yes + estate_unlock_patrol_decision = yes + house_head_can_ask_for_maa = yes + } + + character_modifier = { + monthly_county_control_growth_factor = 0.03 + defender_holding_advantage = 2 + archers_damage_mult = 0.02 + archers_toughness_mult = 0.01 + hostile_raid_time = 0.3 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds" + texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower" + } +} + +### Guardhouse +guardhouse_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -2 + character_travel_safety = 2 + } + + parameters = { + house_head_can_ask_for_knight = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} +guardhouse_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = guardhouse_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + parameters = { + estate_increase_bodyguard_aptitude_1 = yes + house_head_can_ask_for_knight = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_1 = yes + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -2 + character_travel_safety = 2 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} +guardhouse_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = guardhouse_02 + + can_construct = { + estate_can_construct_guardhouse_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + parameters = { + estate_unlock_bolster_security_decision = yes + estate_increase_bodyguard_aptitude_1 = yes + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -2 + character_travel_safety = 2 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} +guardhouse_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = guardhouse_03 + + can_construct = { + estate_can_construct_guardhouse_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_guardhouse } + multiply = 0.75 + desc = raid_insight_guardhouse + } + } + } + + parameters = { + estate_unlock_bolster_security_decision = yes + estate_increase_bodyguard_aptitude_2 = yes + house_head_can_ask_for_knight = yes + house_head_can_ask_for_maa = yes + reduce_success_of_raid_estate = yes + raids_less_likely_to_make_prisoners_2 = yes + } + + character_modifier = { + enemy_hostile_scheme_success_chance_add = -4 + character_travel_safety = 2 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse" + } +} + +### Garden +garden_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + } + + parameters = { + increased_gardener_aptitude_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} +garden_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + } + + parameters = { + increased_gardener_aptitude_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} +garden_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_02 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + stress_loss_mult = 0.05 + } + + parameters = { + increased_gardener_aptitude_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden" + } +} + +# Leisure Garden sub-branch +garden_leisure_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_03 + + can_construct = { + estate_can_construct_garden_leisure_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.05 + fertility = 0.05 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } +} +garden_leisure_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_leisure_04 + + can_construct = { + estate_can_construct_garden_leisure_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.1 + fertility = 0.05 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } +} +garden_leisure_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_leisure_05 + + can_construct = { + estate_can_construct_garden_leisure_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_prestige_add = 0.1 + courtier_opinion = 5 + stress_loss_mult = 0.1 + fertility = 0.05 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_leisure + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_leisure_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_leisure" + } +} + +# Fruit Garden sub-branch +garden_fruit_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_03 + + can_construct = { + estate_can_construct_garden_fruit_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.05 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } +} +garden_fruit_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_fruit_04 + + can_construct = { + estate_can_construct_garden_fruit_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.1 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } +} +garden_fruit_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = garden_fruit_05 + + can_construct = { + estate_can_construct_garden_fruit_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_garden } + multiply = 0.75 + desc = raid_insight_garden + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + development_growth = 0.1 + negate_health_penalty_add = 0.15 + } + + parameters = { + increased_gardener_aptitude_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_garden_fruit + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner = { + OR = { + culture ?= { + OR = { + has_cultural_tradition = tradition_gardening + has_cultural_tradition = tradition_fp3_irrigation_experts + has_cultural_tradition = tradition_sacred_groves + } + } + faith ?= { has_doctrine = tenet_sanctity_of_nature } + } + } + } + add = 10 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_fruit_garden.dds" + texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden_fruit" + } +} + +### Stable +stable_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + character_modifier = { + movement_speed = 0.01 + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} +stable_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + movement_speed = 0.01 + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} +stable_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_02 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + movement_speed = 0.01 + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable" + } +} + +# Grand Stable sub-branch +stable_grand_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + } + + character_modifier = { + character_travel_speed_mult = 0.05 + domicile_monthly_prestige_add = 0.2 + movement_speed = 0.01 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } +} +stable_grand_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_grand_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_increase_master_of_horse_aptitude = yes + } + + character_modifier = { + character_travel_speed_mult = 0.1 + domicile_monthly_prestige_add = 0.2 + movement_speed = 0.01 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } +} +stable_grand_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_grand_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_increase_master_of_horse_aptitude = yes + } + + character_modifier = { + character_travel_speed_mult = 0.15 + domicile_monthly_prestige_add = 0.3 + movement_speed = 0.01 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grand_stable.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_grand" + } +} + +# Kennel sub-branch +stable_kennel_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + kennels_more_successful_hunts_1 = yes + } + + character_modifier = { + stress_gain_mult = -0.1 + prowess = 1 + } + + ai_value = { + value = 6 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } +} +stable_kennel_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_kennel_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + estate_cheaper_hunt_cost = yes + kennels_more_successful_hunts_1 = yes + } + + character_modifier = { + stress_gain_mult = -0.1 + diplomacy = 1 + } + + ai_value = { + value = 5 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } +} +stable_kennel_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_kennel_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_unlock_adopt_puppy_decision = yes + estate_cheaper_hunt_cost = yes + estate_increase_master_of_hunt_aptitude = yes + kennels_more_successful_hunts_2 = yes + } + + character_modifier = { + stress_gain_mult = -0.2 + prowess = 1 + } + + ai_value = { + value = 4 + if = { + limit = { + scope:owner.culture ?= { + has_cultural_tradition = tradition_hunters + } + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_kennel.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_kennel" + } +} + +# Charioteer sub-branch (Byzantine unique upgrade) +stable_chariot_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_03 + + can_construct = { + culture = { has_cultural_parameter = hosts_chariot_races } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_charioteer_training_task = yes + } + + character_modifier = { + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } +} +stable_chariot_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_chariot_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_charioteer_training_task = yes + estate_increase_charioteer_aptitude = yes + } + + character_modifier = { + same_culture_opinion = 2 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } +} +stable_chariot_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = stable_chariot_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_stable } + multiply = 0.75 + desc = raid_insight_stable + } + } + } + + parameters = { + estate_unlock_mount_travel_option = yes + estate_charioteer_training_task = yes + estate_increase_charioteer_aptitude = yes + } + + character_modifier = { + same_culture_opinion = 3 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_chariot_track.dds" + texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable_chariot" + } +} + +### Workshop +workshop_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } +} +workshop_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop" + } +} + +# Carpenter sub-branch +workshop_carpenter_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_02 + + can_construct = { + estate_can_construct_workshop_carpenter_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} +workshop_carpenter_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_carpenter_03 + + can_construct = { + estate_can_construct_workshop_carpenter_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_1 = yes + estate_reduce_commission_artifact_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} +workshop_carpenter_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_carpenter_04 + + can_construct = { + estate_can_construct_workshop_carpenter_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} +workshop_carpenter_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_carpenter_05 + + can_construct = { + estate_can_construct_workshop_carpenter_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + parameters = { + estate_improved_inspirations_2 = yes + estate_reduce_commission_artifact_cost = yes + estate_increase_antiquarian_aptitude = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_carpenter.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_carpenter" + } +} + +# Mason sub-branch +workshop_mason_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_02 + + can_construct = { + estate_can_construct_workshop_mason_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} +workshop_mason_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_mason_03 + + can_construct = { + estate_can_construct_workshop_mason_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} +workshop_mason_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_mason_04 + + can_construct = { + estate_can_construct_workshop_mason_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + holding_build_gold_cost = -0.05 + holding_build_speed = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} +workshop_mason_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_mason_05 + + can_construct = { + estate_can_construct_workshop_mason_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_speed = -0.05 + build_gold_cost = -0.05 + holding_build_gold_cost = -0.05 + holding_build_speed = -0.05 + domicile_build_speed = -0.05 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_mason.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_mason" + } +} + +# Textile sub-branch +workshop_textile_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_02 + + can_construct = { + estate_can_construct_workshop_textile_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} +workshop_textile_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_textile_03 + + can_construct = { + estate_can_construct_workshop_textile_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_1 = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} +workshop_textile_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_textile_04 + + can_construct = { + estate_can_construct_workshop_textile_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_2 = yes + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} +workshop_textile_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = workshop_textile_05 + + can_construct = { + estate_can_construct_workshop_textile_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_workshop } + multiply = 0.75 + desc = raid_insight_workshop + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + domicile_monthly_prestige_mult = 0.05 + } + + parameters = { + estate_improved_inspirations_2 = yes + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_textile.dds" + texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop_textile" + } +} + +### Storage +storage_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + supply_capacity_mult = 0.1 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 9 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } +} +storage_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + supply_capacity_mult = 0.15 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 8 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage" + } +} + +# Warehouse sub-branch +storage_warehouse_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_gold_cost = -0.05 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } +} +storage_warehouse_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_warehouse_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + build_gold_cost = -0.1 + } + + parameters = { + house_head_can_ask_building_support = yes + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_warehouse.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_warehouse" + } +} + +# Granary sub-branch +storage_granary_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + character_modifier = { + development_growth_factor = 0.05 + epidemic_resistance = 2 + county_opinion_add = 10 + } + + ai_value = { + value = 7 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } +} +storage_granary_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = storage_granary_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_storage } + multiply = 0.75 + desc = raid_insight_storage + } + } + } + + parameters = { + estate_unlock_granary_decision = yes + } + + character_modifier = { + development_growth_factor = 0.1 + epidemic_resistance = 5 + county_opinion_add = 10 + } + + ai_value = { + value = 6 + if = { + limit = { + has_domicile_building_or_higher = grain_field_01 + } + add = 2 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds" + texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage_granary" + } +} + +### Market +market_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 9 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = grain_field_01 + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = olive_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + estate_increase_influence_on_building_construction_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_02 + + can_construct = { + estate_can_construct_market_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + estate_increase_influence_on_building_construction_2 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.2 + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_03 + + can_construct = { + estate_can_construct_market_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + estate_increase_influence_on_building_construction_3 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_04 + + can_construct = { + estate_can_construct_market_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + estate_increase_influence_on_building_construction_4 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.8 + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} +market_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = market_05 + + can_construct = { + estate_can_construct_market_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_market } + multiply = 0.75 + desc = raid_insight_market + } + } + } + + parameters = { + estate_increase_powerful_family_rating = yes + estate_increase_influence_on_building_construction_5 = yes + estate_reduce_council_position_cost = yes + } + + character_modifier = { + domicile_monthly_gold_add = 1.6 + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_mena.dds" + intersectionmask_texture = "gfx/interface/illustrations/activity_locales/estate_building_market_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds" + texture = "gfx/interface/window_domiciles/estate_building_market_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market" + } +} + +### Grazing Lands +grazing_land_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = 0.05 + } + + parameters = { + cheaper_grain_fields_buildings_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_01 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = 0.05 + } + + parameters = { + cheaper_grain_fields_buildings_1 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_02 + + cost = { + gold = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = 0.05 + } + + parameters = { + cheaper_grain_fields_buildings_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + if = { + limit = { + scope:owner = { + OR = { + can_recruit_archer_cavalry_trigger = yes + culture ?= { + OR = { + has_innovation = innovation_elephantry + has_innovation = innovation_war_camels + } + } + } + } + } + add = 4 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = 0.05 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = 0.05 + } + + parameters = { + cheaper_grain_fields_buildings_2 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = 0.05 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = 0.05 + } + + parameters = { + cheaper_grain_fields_buildings_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} +grazing_land_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + light_cavalry_damage_mult = 0.02 + light_cavalry_toughness_mult = 0.01 + light_cavalry_maintenance_mult = 0.05 + heavy_cavalry_damage_mult = 0.04 + heavy_cavalry_toughness_mult = 0.02 + heavy_cavalry_maintenance_mult = 0.05 + } + + parameters = { + cheaper_grain_fields_buildings_3 = yes + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grazing_land + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 4 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_horse_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands" + } +} + +# Horse Archer sub-branch +horse_pasture_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + can_recruit_archer_cavalry_trigger = yes + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.04 + archer_cavalry_toughness_mult = 0.02 + archer_cavalry_maintenance_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_horse_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } +} +horse_pasture_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = horse_pasture_04 + + can_construct = { + can_recruit_archer_cavalry_trigger = yes + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.04 + archer_cavalry_toughness_mult = 0.02 + archer_cavalry_maintenance_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_horse_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } +} +horse_pasture_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = horse_pasture_05 + + can_construct = { + can_recruit_archer_cavalry_trigger = yes + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + archer_cavalry_damage_mult = 0.04 + archer_cavalry_toughness_mult = 0.02 + archer_cavalry_maintenance_mult = 0.1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_horse_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_life_in_the_saddle.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_horse" + } +} + +# Camel sub-branch +camel_pasture_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + camel_cavalry_damage_mult = 0.04 + camel_cavalry_toughness_mult = 0.02 + camel_cavalry_maintenance_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_camel_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } +} +camel_pasture_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = camel_pasture_04 + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + camel_cavalry_damage_mult = 0.04 + camel_cavalry_toughness_mult = 0.02 + camel_cavalry_maintenance_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_camel_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } +} +camel_pasture_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = camel_pasture_05 + + can_construct = { + culture ?= { has_innovation = innovation_war_camels } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + camel_cavalry_damage_mult = 0.04 + camel_cavalry_toughness_mult = 0.02 + camel_cavalry_maintenance_mult = 0.1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_camel_pasture + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_camel_run.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_camel" + } +} + +# Elephant sub-branch +elephant_pasture_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grazing_land_03 + + can_construct = { + culture ?= { has_innovation = innovation_elephantry } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + elephant_cavalry_damage_mult = 0.06 + elephant_cavalry_toughness_mult = 0.03 + elephant_cavalry_maintenance_mult = 0.05 + } + + ai_value = { + value = 12 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } +} +elephant_pasture_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = elephant_pasture_04 + + can_construct = { + culture ?= { has_innovation = innovation_elephantry } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + elephant_cavalry_damage_mult = 0.06 + elephant_cavalry_toughness_mult = 0.03 + elephant_cavalry_maintenance_mult = 0.05 + } + + ai_value = { + value = 10 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } +} +elephant_pasture_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = elephant_pasture_05 + + can_construct = { + culture ?= { has_innovation = innovation_elephantry } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_grazing_land } + multiply = 0.75 + desc = raid_insight_grazing_land + } + } + } + + character_modifier = { + elephant_cavalry_damage_mult = 0.06 + elephant_cavalry_toughness_mult = 0.03 + elephant_cavalry_maintenance_mult = 0.1 + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_elephantry_reserves.dds" + texture = "gfx/interface/window_domiciles/estate_building_grazing_fields.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands_elephant" + } +} + +### Grain Fields +grain_field_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_1_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = olive_01 + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_01 + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_2_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_02 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_3_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_03 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_4_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_04 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_5_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} +grain_field_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = grain_field_05 + + can_construct = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + add = { + value = estate_external_building_high_cost_tier_6_value + if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 } + } + multiply = 0.85 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 } + } + multiply = 0.75 + desc = grazing_land_in_domicile + } + else_if = { + limit = { + domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 } + } + multiply = 0.65 + desc = grazing_land_in_domicile + } + if = { + limit = { has_character_modifier = raid_insight_grain_field } + multiply = 0.75 + desc = raid_insight_grain_field + } + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.4 + development_growth_factor = 0.04 + supply_limit_mult = 0.05 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_grain_field + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds" + texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields" + } +} + +### Vineyard +vineyard_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + desc = raid_insight_vineyard + } + } + } + + parameters = { + estate_improved_wine_cellar_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = grain_field_01 + has_domicile_building_or_higher = olive_01 + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + desc = raid_insight_vineyard + } + } + } + + parameters = { + estate_improved_wine_cellar_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_02 + + can_construct = { + estate_can_construct_vineyard_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_1 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_03 + + can_construct = { + estate_can_construct_vineyard_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_2 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_04 + + can_construct = { + estate_can_construct_vineyard_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_2 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} +vineyard_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = vineyard_05 + + can_construct = { + estate_can_construct_vineyard_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_vineyard } + multiply = 0.75 + } + } + } + + parameters = { + estate_improved_wine_cellar_3 = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.25 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_vineyard + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds" + texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard" + } +} + +### Olive Plantation +olive_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 10 + if = { # Let's make sure the AI builds at least one good income building + limit = { + NOR = { + has_domicile_building_or_higher = grain_field_01 + has_domicile_building_or_higher = vineyard_01 + has_domicile_building_or_higher = market_01 + } + } + add = 20 + } + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_01 + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 1 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_02 + + can_construct = { + estate_can_construct_olive_03_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 2 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 8 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_03 + + can_construct = { + estate_can_construct_olive_04_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 2 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_04 + + can_construct = { + estate_can_construct_olive_05_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 2 + attraction_opinion = 4 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 6 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} +olive_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = olive_05 + + can_construct = { + estate_can_construct_olive_06_trigger = yes + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_olive } + multiply = 0.75 + desc = raid_insight_olive + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.3 + epidemic_resistance = 4 + attraction_opinion = 6 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_olive + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_mena_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_western_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_building_olive.dds" + texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_olive_plantation_byzantine_mask.png" + soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_olive_plantation" + } +} + +### Silk Production - Byzantine exclusive +silk_01 = { + construction_time = 730 + allowed_domicile_types = { estate } + + can_construct = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_1_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.05 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 15 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_02 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_01 + + can_construct = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_2_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.05 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 13 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_03 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_02 + + can_construct = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_3_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.05 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 11 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_04 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_03 + + can_construct = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_4_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + estate_unlock_silk_regalia_decision = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.1 + owned_political_scheme_success_chance_add = 3 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 9 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_05 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_04 + + can_construct = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_5_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + estate_unlock_silk_regalia_decision = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.1 + owned_political_scheme_success_chance_add = 4 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 7 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} +silk_06 = { + construction_time = 730 + allowed_domicile_types = { estate } + previous_building = silk_05 + + can_construct = { + custom_tooltip = { + house = { has_house_modifier = ep3_unlocked_silk } + text = has_unlocked_estate_silk + } + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + + cost = { + gold = { + value = estate_external_building_normal_cost_tier_6_value + if = { + limit = { has_character_modifier = raid_insight_silk } + multiply = 0.75 + desc = raid_insight_silk + } + } + } + + parameters = { + estate_unlock_silk_regalia_decision = yes + } + + character_modifier = { + domicile_monthly_gold_add = 0.1 + domicile_monthly_influence_add = 0.15 + owned_political_scheme_success_chance_add = 4 + } + + on_complete = { + if = { + limit = { + scope:owner = { + is_alive = yes + } + years_from_game_start >= 1 + } + scope:owner = { + random = { + chance = 75 + add_character_flag = { + flag = domicile_new_built_silk + months = 1 + } + trigger_event = { + id = ep3_governor_yearly.3001 + days = 5 + } + } + } + } + } + + ai_value = { + value = 5 + add = estate_building_ai_modifier_value + } + + asset = { + icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds" + texture = "gfx/interface/window_domiciles/estate_building_magnanery.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png" + } +} diff --git a/common/domiciles/buildings/_domicile_buildings.info b/common/domiciles/buildings/_domicile_buildings.info new file mode 100644 index 00000000..f3e6de4a --- /dev/null +++ b/common/domiciles/buildings/_domicile_buildings.info @@ -0,0 +1,161 @@ + +### Brief: ( database key ) +# Flavor text description of building defaults to +# "_domicile_building_desc". +# +# All buildings automatically inherit the character modifiers of its +# previous buildings of the same track +# + = { + + ### Brief: can_construct ( trigger ) + # Is the scoped owner able to construct this building? + # + # Supported scopes: + # root ( Character ) + # + can_construct = { + + } + + ### Brief: on_start/on_cancelled/on_completed ( effect ) + # Effects fired when construction begins, is cancelled or finishes. + # + # Available scopes: + # root -- Domicile it is built in + # scope:owner -- Owner of the Domicile + # + on_start/on_cancelled/on_complete = { } + + # How many days it takes to construct the building + # Note: Affected by modifiers 'build_speed' and 'domicile_build_speed' + construction_time = 720 + + ### Brief: parameters ( parameter list ) + # Arbitrary parameters that can be checked with the trigger + # 'has_domicile_parameter' + # + # Note: The above trigger just checks for existence, so it does not + # matter if the value is set to 'yes' or 'no'. + # + # Parameters are not inherited from previous_building and has to be + # repeated to not get lost on upgrading. + # + parameters = { + some_parameter = yes + } + + ### Brief: slot_type ( parameter list ) + # This building may only be constructed in selected slot type + # + # Internal slots cannot be base buildings and requires a previous + # building. They may only be constructed within a main or external + # building. + # + # If slot type is 'main' and it doesn't have a previous building, + # it will automatically be constructed on start + # + # Slot types are: 'main', 'external' or 'internal'. + # Default type is 'external' + # + slot_type = external + + ### Brief: internal_slots ( int32 ) + # Set the amount of unlocked internal building slots this building + # has. + # + # Default is 0 + # + internal_slots = 0 + + ### Brief: allowed_domicile_types ( list of database key ) + # List the domicile types which can build this building. + # + # UNSET WILL NOT SHOW UP! + # + allowed_domicile_types = { + + + } + + ### Brief: previous_building ( database key ) + # If the 'previous_building'-statement is missing, this building + # will be treated as a base building meaning the first tier of a + # potentional chain of building upgrades. + # + # To define an upgrade, type the key name of the building before + # it, marking this building as it's upgrade. + # + # A building will get diverging upgrade paths if two upgrades has + # the same 'previous_building'-key + # + previous_building = + + ### Brief: cost ( scripted cost ) + # How much does this building cost? + # + # Ex: { gold = 500, prestige = 100 } + # + cost = { + + } + + ### Brief: character_modifier ( modifiers ) + # Modifiers applied to the Domicile owner of this building. + # Ex: { county_opinion_add = 2, stress_loss_mult = 0.15 } + # + # Note: Please do not use holdings monthly_income, etc..! + # Instead use: domicile_monthly_gold_add or + # domicile_monthly_gold_mult (same for: _prestige / _piety / + # _influence ) + # + character_modifier = { + + } + + ### Brief: ai_value ( script value ) + # How desirable is the building for the AI. Evaluated alongside + # regular buildings. + # + # Available scopes: + # root -- Domicile it is built in + # scope:owner -- Owner of the Domicile + # + ai_value = { + value = 100 + } + + ### Brief: asset ( asset definition ) + # Which asset does the building use + # + asset = { + + ### Brief: trigger ( trigger ) + # Trigger for scoped domicile when to pick this asset over + # another, remove it to always pick this asset + # + trigger = { ... } + + ### Brief: icon ( string path ) + # Building icon used in UI + # + icon = "path/to/image.dds" + + ### Brief: texture ( string path ) + # Path to texture shown in the domicile window + # + texture = "path/to/image.dds" + + ### Brief: intersectionmask_texture ( string path ) + # Mask used with texture + # + intersectionmask_texture = "path/to/mask.png" + + ### Brief: soundeffect ( string soundbank reference ) + # Associated sound effect. Supports soundparameters where they + # will be automatically appended based on building's current + # tier: soundparameter = { "Tier" = 1 } + # + soundeffect = "event:/DLC/EP2/SFX/UI/Grand_Activity/Tournaments/ep2_ui_grand_tournament_farrier" + } +} diff --git a/common/domiciles/types/00_domicile_types.txt b/common/domiciles/types/00_domicile_types.txt new file mode 100644 index 00000000..48795199 --- /dev/null +++ b/common/domiciles/types/00_domicile_types.txt @@ -0,0 +1,1602 @@ +camp = { + rename_window = primary_title + + illustration = "gfx/interface/illustrations/event_scenes/ep3_camp_arid_terrain.dds" + icon = "gfx/interface/icons/flat_icons/flat_camp.dds" + map_pin_texture = "gfx/interface/icons/map_icons/map_icon_camp.dds" + map_pin_anchor = up + + provisions = yes + + domicile_temperament_low_modifier = { + name = domicile_temperament_low + army_damage_mult = -0.1 + contract_scheme_phase_duration_add = 10 + scale = { + add = default_temperament_low_value_scale + min = 1 + } + } + + map_entity = { + trigger = { + owner ?= { is_alive = yes } + owner.culture = { + OR = { + has_graphical_iranian_culture_group_trigger = yes + has_graphical_mena_culture_group_trigger = yes + has_graphical_steppe_culture_group_trigger = yes + has_graphical_african_culture_group_trigger = yes + } + } + } + reference = "building_mena_hunt_01_entity" + } + map_entity = { + trigger = { + owner ?= { is_alive = yes } + owner.culture = { + has_graphical_india_culture_group_trigger = yes + } + } + reference = "building_indian_hunt_01_entity" + } + map_entity = { + trigger = { + owner ?= { is_alive = yes } + } + reference = "building_western_hunt_01_entity" + } + + domicile_temperament_high_modifier = { + name = domicile_temperament_high + army_toughness_mult = 0.05 + owned_contract_scheme_success_chance_growth_add = 0.4 + scale = { + add = default_temperament_high_value_scale + min = 1 + } + } + + domicile_temperament_high_modifier = { + name = domicile_temperament_high + tolerance_advantage_mod = 1 + scale = { + add = default_temperament_high_value_scale + min = 1 + max = 10 + if = { + limit = { + NOT = { has_perk = faithful_perk } + } + multiply = 0 + } + } + } + + domicile_temperament_high_modifier = { + name = domicile_temperament_high + knight_effectiveness_mult = 0.1 + scale = { + add = default_temperament_high_value_scale + min = 1 + if = { + limit = { + NOT = { has_perk = absolute_control_perk } + } + multiply = 0 + } + } + } + + + domicile_temperament_high_modifier = { + name = domicile_temperament_high + personal_scheme_phase_duration_add = -25 + scale = { + add = default_temperament_high_value_scale + min = 1 + if = { + limit = { + NOT = { has_perk = writing_history_perk } + } + multiply = 0 + } + } + } + + domicile_temperament_high_modifier = { + name = domicile_temperament_high + monthly_piety = 0.4 + scale = { + add = { + every_courtier = { + limit = { + faith = root.faith + } + add = 1 + } + } + if = { + limit = { + NOT = { has_perk = religious_icon_perk } + } + multiply = 0 + } + } + } + + domicile_temperament_high_modifier = { + name = domicile_temperament_high + diplomacy = 0.34 + intrigue = 0.34 + martial = 0.34 + stewardship = 0.34 + learning = 0.34 + scale = { + add = { + every_courtier = { + limit = { + is_imprisoned = no + } + faith = { + if = { + limit = { + NOT = { is_in_list = unique_faiths } + add_to_temporary_list = unique_faiths + } + } + } + } + every_in_list = { + list = unique_faiths + add = 1 + } + max = 15 + } + if = { + limit = { + NOT = { has_perk = apostate_perk } + } + multiply = 0 + } + } + } + + base_external_slots = 2 + + domicile_building_slots = { + main_slot = { + slot_type = main + position = { 29% 4% } + size = { 28% 52% } + + ### EMPTY SLOT GREEN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = plains + terrain = forest + terrain = farmlands + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_mask.png" + } + + ### EMPTY SLOT ROUGH TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = taiga + terrain = steppe + terrain = drylands + terrain = mountains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_mask.png" + } + + ### EMPTY SLOT WETLANDS TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_mask.png" + } + + ### EMPTY SLOT JUNGLE TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = jungle + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_wetlands.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_wetlands_mask.png" + } + + ### EMPTY SLOT SNOW TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_wetlands.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_wetlands_mask.png" + } + + ### EMPTY SLOT DESERT TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = oasis + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_mask.png" + } + + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_under_construction_pavillion.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_under_construction_pavillion_mask.png" + } + } + + external_slot_1 = { + position = { 4% 18% } + size = { 20% 42% } + + ### EMPTY SLOT SNOW MOUNTAIN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = mountains + + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_04_mask.png" + } + + ### EMPTY SLOT SNOW TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_04_mask.png" + } + + ### EMPTY SLOT GREEN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = plains + terrain = forest + terrain = farmlands + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_04_mask.png" + } + + ### EMPTY SLOT ROUGH TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = taiga + terrain = steppe + terrain = drylands + terrain = mountains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_01_mask.png" + } + + ### EMPTY SLOT WETLANDS TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_04_mask.png" + } + + ### EMPTY SLOT JUNGLE TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = jungle + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_01_mask.png" + } + + ### EMPTY SLOT DESERT TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = oasis + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_02_mask.png" + } + + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_under_construction.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_under_construction_mask.png" + } + } + + external_slot_2 = { + position = { 19% 40% } + size = { 20% 42% } + + ### EMPTY SLOT SNOW MOUNTAIN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = mountains + + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_03_mask.png" + } + + ### EMPTY SLOT SNOW TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_03_mask.png" + } + + ### EMPTY SLOT GREEN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = plains + terrain = forest + terrain = farmlands + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_03_mask.png" + } + + ### EMPTY SLOT ROUGH TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = taiga + terrain = steppe + terrain = drylands + terrain = mountains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_03_mask.png" + } + + ### EMPTY SLOT WETLANDS TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_03_mask.png" + } + + ### EMPTY SLOT JUNGLE TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = jungle + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_02_mask.png" + } + + ### EMPTY SLOT DESERT TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = oasis + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_01_mask.png" + } + + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_under_construction.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_under_construction_mask.png" + } + } + + external_slot_3 = { + position = { 65% 10% } + size = { 20% 42% } + + ### EMPTY SLOT SNOW MOUNTAIN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = mountains + + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_01_mask.png" + } + + ### EMPTY SLOT SNOW TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_01.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_01_mask.png" + } + + ### EMPTY SLOT GREEN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = plains + terrain = forest + terrain = farmlands + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_mask.png" + } + + ### EMPTY SLOT ROUGH TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = taiga + terrain = steppe + terrain = drylands + terrain = mountains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_04_mask.png" + } + + ### EMPTY SLOT WETLANDS TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_mask.png" + } + + ### EMPTY SLOT JUNGLE TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = jungle + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_04_mask.png" + } + + ### EMPTY SLOT DESERT TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = oasis + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_04_mask.png" + } + + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_under_construction.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_under_construction_mask.png" + } + } + + external_slot_4 = { + position = { 49% 40% } + size = { 20% 42% } + + ### EMPTY SLOT SNOW MOUNTAIN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = mountains + + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_02_mask.png" + } + + ### EMPTY SLOT SNOW TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_snow_02_mask.png" + } + + ### EMPTY SLOT GREEN TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = plains + terrain = forest + terrain = farmlands + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_02_mask.png" + } + + ### EMPTY SLOT ROUGH TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = taiga + terrain = steppe + terrain = drylands + terrain = mountains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_rough_02_mask.png" + } + + ### EMPTY SLOT WETLANDS TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_green_02_mask.png" + } + + ### EMPTY SLOT JUNGLE TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + terrain = jungle + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_jungle_03_mask.png" + } + + ### EMPTY SLOT DESERT TERRAIN + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = oasis + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_empty_slot_drylands_03_mask.png" + } + + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/laamp_building_under_construction.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_under_construction_mask.png" + } + } + } + + ### MOUNTAIN SNOW BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + terrain = mountains + + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + background = "gfx/interface/window_domiciles/camp_terrain_snow_mountains_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_snow_mountains_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" + } + + ### SNOW BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + OR = { + has_province_modifier = winter_normal_modifier + has_province_modifier = winter_harsh_modifier + } + } + } + background = "gfx/interface/window_domiciles/camp_terrain_snow_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_snow_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" + } + + + + ### JUNGLE BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + terrain = jungle + } + } + background = "gfx/interface/window_domiciles/camp_terrain_jungle_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_jungle_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands" + } + + ### DESERT BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = desert + terrain = desert_mountains + terrain = oasis + } + } + } + background = "gfx/interface/window_domiciles/camp_terrain_dry_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_dry_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands" + } + + ### GREEN BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = plains + terrain = forest + terrain = farmlands + } + } + } + background = "gfx/interface/window_domiciles/camp_terrain_green_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_green_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands" + } + + ### ROUGH BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = taiga + terrain = steppe + terrain = drylands + terrain = mountains + } + } + } + background = "gfx/interface/window_domiciles/camp_terrain_rough_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_rough_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" + } + + ### WETLANDS BACKGROUND + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = wetlands + terrain = floodplains + } + } + } + background = "gfx/interface/window_domiciles/camp_terrain_green_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_green_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands" + } + + domicile_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + background = "gfx/interface/window_domiciles/camp_terrain_dry_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_dry_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands" + } + + domicile_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + background = "gfx/interface/window_domiciles/camp_terrain_rough_bg.dds" + foreground = "gfx/interface/window_domiciles/camp_terrain_rough_fg.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands" + } +} + +estate = { + allowed_for_character = { + has_government = administrative_government + } + + rename_window = house + + illustration = "gfx/interface/illustrations/event_scenes/ep3_medi_estate.dds" + icon = "gfx/interface/icons/flat_icons/estate.dds" + map_pin_texture = "gfx/interface/icons/map_icons/map_icon_estate.dds" + map_pin_anchor = left + map_pin_lobby = yes + + move_cooldown = { days = estate_move_cooldown_value } + move_cost = { + gold = { + value = { + value = 20 + format = "BASE_VALUE_FORMAT" + desc = "BASE_VALUE" + } + if = { + limit = { + domicile ?= { has_domicile_building_or_higher = estate_main_05 } + } + add = 80 + } + else_if = { + limit = { + domicile ?= { has_domicile_building_or_higher = estate_main_04 } + } + add = 60 + } + else_if = { + limit = { + domicile ?= { has_domicile_building_or_higher = estate_main_03 } + } + add = 40 + } + else_if = { + limit = { + domicile ?= { has_domicile_building_or_higher = estate_main_02 } + } + add = 20 + } + } + } + + base_external_slots = 2 + + domicile_building_slots = { + external_slot_1 = { + position = { 19.7% 5.5% } + size = { 15% 30% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_jungle_empty_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_02_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_drylands_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = mountains + terrain = hills + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_rough_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty_05.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_05_mask.png" + } + + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png" + } + } + + external_slot_4 = { + position = { 49.0% 2.5% } + size = { 15% 30% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_jungle_empty_05.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_05_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_drylands_empty_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_03_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = mountains + terrain = hills + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_rough_empty_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_03_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_03_mask.png" + } + + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png" + } + } + + main_slot = { + slot_type = main + position = { 28.2% 13.2% } + size = { 28% 34.5% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = mountains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png" + } + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_manor_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_construction_byzantine_mask.png" + } + } + + external_slot_2 = { + position = { 4% 20% } + size = { 15% 30% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_jungle_empty_06.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_06_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_drylands_empty_06.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_06_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = mountains + terrain = hills + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_rough_empty_06.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_06_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty_06.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_06_mask.png" + } + + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png" + } + } + + external_slot_3 = { + position = { 14% 46% } + size = { 15% 30% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_jungle_empty_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_04_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_drylands_empty_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_04_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = mountains + terrain = hills + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_rough_empty_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_04_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty_04.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_04_mask.png" + } + + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png" + } + } + + external_slot_5 = { + position = { 64% 29% } + size = { 15% 30% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_jungle_empty_03.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_03_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_drylands_empty_05.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_05_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = mountains + terrain = hills + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_rough_empty_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_02_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_02_mask.png" + } + + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png" + } + } + + external_slot_6 = { + position = { 43% 52% } + size = { 15% 30% } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_jungle_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_jungle_empty_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_drylands_empty_02.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_drylands_empty_02_mask.png" + } + + empty_slot_asset = { + trigger = { + domicile_location = { + OR = { + terrain = mountains + terrain = hills + } + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_rough_empty_05.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_rough_empty_05_mask.png" + } + + empty_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_grassland_empty.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_grassland_empty_mask.png" + } + + + # Under Construction + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_mena_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_mena.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_mena_mask.png" + } + construction_slot_asset = { + trigger = { + domicile_location.culture = { + has_graphical_western_culture_group_trigger = yes + } + } + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_western.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_western_mask.png" + } + construction_slot_asset = { + icon = "gfx/interface/icons/flat_icons/plus.dds" + texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine.dds" + intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_byzantine_mask.png" + } + } + } + + # Backgrounds + domicile_asset = { + trigger = { + domicile_location = { + this = root.owner.top_liege.capital_province + } + } + background = "gfx/interface/window_domiciles/estate_background_urban_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_urban_terrain_foreground.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_byzantine_urban" + } + + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = jungle + terrain = wetlands + terrain = floodplains + } + } + } + background = "gfx/interface/window_domiciles/estate_background_jungle_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_jungle_terrain_foreground.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_wetlands" + } + + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = drylands + terrain = desert + terrain = desert_mountains + terrain = oasis + terrain = steppe + } + } + } + background = "gfx/interface/window_domiciles/estate_background_dry_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_dry_terrain_foreground.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_dry_lands" + } + + domicile_asset = { + trigger = { + domicile_location = { + OR = { + terrain = hills + terrain = mountains + } + } + } + background = "gfx/interface/window_domiciles/estate_background_rough_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_rough_terrain_foreground.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_rough_lands" + } + + domicile_asset = { + background = "gfx/interface/window_domiciles/estate_background_green_terrain.dds" + foreground = "gfx/interface/window_domiciles/estate_background_green_terrain_foreground.dds" + ambience = "event:/DLC/EP3/SFX/Ambience/2D/Domicile/ep3_amb_2d_domicile_green_lands" + } +} diff --git a/common/domiciles/types/_domicile_types.info b/common/domiciles/types/_domicile_types.info new file mode 100644 index 00000000..74fb11ad --- /dev/null +++ b/common/domiciles/types/_domicile_types.info @@ -0,0 +1,132 @@ +domicile_type = { + # Is this domicile type allowed for character + # root = character + allowed_for_character = { + + } + + # Shortcut to rename the domicile window + # Rename windows are: 'primary_title' or 'house'. Default type is 'none' + rename_window = none + + # Texture used in the realm tab access + illustration = "path/to/image.dds" + + # Flat icon texture representing the domicile type in various places + icon = "path/to/image.dds" + + # Texture for map pin + map_pin_texture = "path/to/image.dds" + + # Where to anchor the domicile map pin in relation to it's province + # Anchor types are: 'up' or 'right'. Default type is 'right' + map_pin_anchor = right + + # Will this domicile show up in the game lobby + map_pin_lobby = yes + + # Does this domicile manage the provisions resource + # Domiciles that use provisions travel to a new location, otherwise it's moved instantly + provisions = no + + # After moving the domicile, how many days before you can move again? + # days/weeks/months/years = X + move_cooldown = { days = 7 } + + # How much does it cost to move the domicile? Ex: { gold = 500, prestige = 100 } + move_cost = { + + } + + # Modifier applied to the domicile owner when disliked by the majority of their court + # Can take a "scale" parameter to scale by (a script value; see _script_values.info) + domicile_temperament_low_modifier = {} + + # Modifier applied to the domicile owner when liked by the majority of their court + # Can take a "scale" parameter to scale by (a script value; see _script_values.info) + domicile_temperament_high_modifier = {} + + # How many unlocked external building slots domicile starts out with + base_external_slots = 2 + + # List all available main and external slots, they will be unlocked in order of appearance here + # Note: Internal slots are handled separately by the buildings themselves + # Layering of slots (in front/behind) matches order of definition + domicile_building_slots = { + main_slot = { # any name you want + # Set what domicile building may be constructed here based on their slot type + # Types are: 'main' or 'external'. The 'internal' slot type is handled within the buildings themselves + # Main buildings without a previous building will attempt to be constructed automatically in found main slots + # Default type is 'external' + slot_type = main + + # Building position in the domicile window, supports both % and direct values + position = { ... } + + # Size of buildings placed in this slot, supports both % and direct values + size = { ... } + + # Define assets used when slot is empty, will pick first valid match + empty_slot_asset = { + # Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset + trigger = { ... } + + # Building icon used in UI + icon = "path/to/image.dds" + + # Path to texture shown in the domicile window + texture = "path/to/image.dds" + + # Mask used with texture + intersectionmask_texture = "path/to/mask.png" + } + + # Define assets used when building is under construction in this slot, will pick first valid match + construction_slot_asset = { + # Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset + trigger = { ... } + + # Building icon used in UI + icon = "path/to/image.dds" + + # Path to texture shown in the domicile window + texture = "path/to/image.dds" + + # Mask used with texture + intersectionmask_texture = "path/to/mask.png" + } + } + external_slot_1 = { # any name you want + ... + } + } + + # What background assets does the domicile use, will pick first valid match + domicile_asset = { + # Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset + trigger = { ... } + + # Path to background texture shown in the domicile window + background = "path/to/image.dds" + + # Path to foreground texture shown in the front of domicile window + foreground = "path/to/image.dds" + + # Path to ambience sound + ambience = "path/to/ambience" + } + + # Map entity for the domicile, multiple can be read in, first one is picked from order they are read in. + # + # If the location of the domicile has no holding, it takes the place of the holding (on the 'Buildings' locator). + # Else they will be placed on the 'Activity' locator, but only if there is nothing there at that time. + map_entity = { + # root = the domicile + # scope:owner = domicile owner + trigger = { + + } + reference = "name" # Entity name + } + map_entity = "name" # Short hand for a single constant entity name +} diff --git a/common/vassal_contracts/administrative.txt b/common/vassal_contracts/administrative.txt index 22f30841..d2cf69da 100644 --- a/common/vassal_contracts/administrative.txt +++ b/common/vassal_contracts/administrative.txt @@ -20,7 +20,7 @@ administrative_themes = { display_mode = radiobutton is_shown = { - scope:vassal.primary_title.tier >= tier_duchy + scope:vassal.primary_title.tier >= tier_county } obligation_levels = { admin_theme_balanced = { @@ -89,9 +89,9 @@ administrative_themes = { tax_factor = 0.5 vassal_modifier = { + city_holding_build_speed = -0.15 + city_holding_build_gold_cost = -0.15 development_growth_factor = 0.2 - build_gold_cost = -0.1 - build_speed = -0.1 men_at_arms_title_limit = -2 men_at_arms_title_cap = -2 } @@ -143,6 +143,9 @@ administrative_themes = { levies_factor = 0.75 vassal_modifier = { + levy_size = 0.1 + castle_holding_build_speed = -0.15 + castle_holding_build_gold_cost = -0.15 development_growth_factor = -0.25 monthly_county_control_growth_factor = 0.1 maa_damage_mult = 0.1