diff --git a/common/buildings/00_castle_buildings.txt b/common/buildings/00_castle_buildings.txt new file mode 100644 index 00000000..b70543fc --- /dev/null +++ b/common/buildings/00_castle_buildings.txt @@ -0,0 +1,1507 @@ +@holding_illustration_western = "gfx/interface/illustrations/holding_types/castle_western.dds" +@holding_illustration_mena = "gfx/interface/illustrations/holding_types/castle_mena.dds" +@holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds" +@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/castle_mediterranean.dds" +@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds" +@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds" +@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds" +@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_castle_byzantine.dds" +@holding_illustration_constantinople = "gfx/interface/illustrations/holding_types/ep3_castle_constantinople.dds" + +castle_01 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mesh" + "building_western_castle_01_b_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mena_mesh" + "building_western_castle_01_b_mena_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_mediterranean_mesh" + "building_western_castle_01_b_mediterranean_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + names = { + "building_western_castle_01_indian_mesh" + "building_western_castle_01_b_indian_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_01_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_01_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_01_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_01_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_01_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_01_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + culture = { + has_innovation = innovation_motte + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + + cost_gold = main_building_tier_1_cost + next_building = castle_02 + + levy = normal_building_levy_tier_2 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = poor_building_tax_tier_2 + fort_level = great_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 5 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.02 + monthly_dynasty_prestige = 0.01 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + flag = castle + + type_icon = "icon_building_ramparts.dds" + + on_complete = { + county.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + # Harrying logic. + if = { + limit = { + character_is_valid_for_harrying_of_the_north_trigger = yes + is_important_or_vip_struggle_character = yes + } + global_var:harrying_of_the_north = { save_scope_as = story } + if = { + limit = { character_is_valid_norman_for_harrying_of_the_north_trigger = yes } + ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value } + } + else_if = { + limit = { character_is_valid_anglo_saxon_for_harrying_of_the_north_trigger = yes } + ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value } + } + } + } + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = castle_01 + } + } + } + } + modifier = { + factor = 5 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + } +} + +castle_02 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_02_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_02_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_02_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_02_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_02_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_02_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_02_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_02_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = main_building_tier_2_cost + next_building = castle_03 + + levy = normal_building_levy_tier_4 + max_garrison = good_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = poor_building_tax_tier_4 + fort_level = great_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 10 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.03 + monthly_dynasty_prestige = 0.02 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 9 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_high_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + years_from_game_start >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +castle_03 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_03_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_03_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_03_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_03_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_03_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_03_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_03_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_03_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_03_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_03_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = main_building_tier_3_cost + next_building = castle_04 + + levy = normal_building_levy_tier_6 + max_garrison = good_building_max_garrison_tier_5 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_6 + province_modifier = { + monthly_income = poor_building_tax_tier_6 + fort_level = great_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3 + travel_danger = -14 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 15 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.04 + monthly_dynasty_prestige = 0.03 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 8 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + add = 10 + scope:holder.culture = { has_cultural_era_or_later = culture_era_late_medieval } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +castle_04 = { + construction_time = slow_construction_time + + ### WESTERN ### + asset = { + type = pdxmesh + name = "building_western_castle_04_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_mena_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_mediterranean_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_western_castle_04_indian_mesh" + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/western_castle" soundparameter = { "Tier" = 3 } } + graphical_regions = { graphical_india } + } + + ### MENA ### + asset = { + type = pdxmesh + name = "building_mena_castle_04_western_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mediterranean_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_indian_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + + ### INDIAN ### + asset = { + type = pdxmesh + name = "building_indian_castle_04_western_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mena_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mediterranean_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/indian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + + ### MEDITERRANEAN ### + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_western_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mena_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "building_mediterranean_castle_04_indian_mesh" + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mena_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_mediterranean_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + asset = { + type = pdxmesh + name = "fp1_building_norse_castle_04_indian_mesh" + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/nordic_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_castle_04_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/iberian_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + name = "building_indian_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_constantinople + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { byzantine_building_gfx } + provinces = { 496 } + } + asset = { + type = pdxmesh + name = "ep3_byzantine_castle_04_a_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_castle_04_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + name = "building_mena_castle_04_mesh" + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + culture = { + has_innovation = innovation_machicolations + } + } + + cost_gold = main_building_tier_4_cost + + levy = normal_building_levy_tier_8 + max_garrison = good_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_8 + province_modifier = { + monthly_income = poor_building_tax_tier_8 + fort_level = great_building_fort_level_tier_4 + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4 + travel_danger = -16 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_culture_modifier = { + parameter = castle_fortifications_increase + defender_holding_advantage = 20 + } + + character_culture_modifier = { + parameter = castle_grant_prestige + monthly_prestige = 0.05 + monthly_dynasty_prestige = 0.04 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = castle_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = castle_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + flag = castle + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 17 + ai_general_building_modifier = yes + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_castle } + } + modifier = { + factor = 3 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} diff --git a/common/buildings/00_city_buildings.txt b/common/buildings/00_city_buildings.txt new file mode 100644 index 00000000..9e40c09a --- /dev/null +++ b/common/buildings/00_city_buildings.txt @@ -0,0 +1,1995 @@ +@holding_illustration_western = "gfx/interface/illustrations/holding_types/city_western.dds" +@holding_illustration_india = "gfx/interface/illustrations/holding_types/city_india.dds" +@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/city_mediterranean.dds" +@holding_illustration_mena = "gfx/interface/illustrations/holding_types/city_mena.dds" +@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_city_norse.dds" +@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_city_iberian.dds" +@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_city_iranian.dds" +@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_city_byzantine.dds" + +city_01 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mena_a_mesh" + "western_city_01_mena_b_mesh" + "western_city_01_mena_c_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "western_city_01_indian_a_mesh" + "western_city_01_indian_b_mesh" + "western_city_01_indian_c_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mediterranean_a_mesh" + "western_city_01_mediterranean_b_mesh" + "western_city_01_mediterranean_c_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_01_mesh" + ### TODO Add DLC Check + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + cost_gold = main_building_tier_1_cost + + levy = poor_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = good_building_tax_tier_2 + travel_danger = -10 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.25 + tax_mult = 0.01 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 5 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.05 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + next_building = city_02 + + type_icon = "icon_building_guild_halls.dds" + + on_complete = { + county.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + } + } + + ai_value = { + base = 0 + modifier = { + add = 100 + scope:holder = { + domain_limit_available < 1 + } + } + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = city_01 + } + } + } + } + modifier = { + factor = 5 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + } +} + +city_02 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "western_city_01_a_mesh" + "western_city_01_b_mesh" + "western_city_01_c_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mena_a_mesh" + "western_city_01_mena_b_mesh" + "western_city_01_mena_c_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "western_city_01_indian_a_mesh" + "western_city_01_indian_b_mesh" + "western_city_01_indian_c_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "western_city_01_mediterranean_a_mesh" + "western_city_01_mediterranean_b_mesh" + "western_city_01_mediterranean_c_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1} } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_01_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_01_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { mediterranean_building_gfx } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_01_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_01_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_01_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_01_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + } + + } + cost_gold = main_building_tier_2_cost + + levy = poor_building_levy_tier_4 + max_garrison = normal_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = good_building_tax_tier_4 + travel_danger = -12 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.5 + tax_mult = 0.02 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 10 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.1 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + next_building = city_03 + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + ai_value = { + base = 6 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.01 + } + } +} + +city_03 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_02_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + culture = { + has_innovation = innovation_manorialism + } + } + } + cost_gold = main_building_tier_3_cost + next_building = city_04 + + levy = poor_building_levy_tier_6 + max_garrison = normal_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = good_building_tax_tier_6 + travel_danger = -14 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 0.75 + tax_mult = 0.03 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 15 + } + + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.15 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + ai_value = { + base = 5 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +city_04 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + "building_western_city_02_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_western_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mena_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mena_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_india_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_india_city_02_mediterranean_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { indian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_western_mesh" + } + illustration = @holding_illustration_western + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mena_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_indian_mesh" + } + illustration = @holding_illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + graphical_regions = { graphical_india } + } + asset = { + type = pdxmesh + names = { + "building_mediterranean_city_02_mesh" + } + illustration = @holding_illustration_mediterranean + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { mediterranean_building_gfx } + } + + ### FP1 Norse ### + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_a_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mena_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_mediterranean_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + asset = { + type = pdxmesh + names = { + "fp1_building_norse_city_02_indian_mesh" + } + requires_dlc_flag = the_northern_lords + illustration = @holding_illustration_norse + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_india } + } + + ### FP2 Iberian ### + asset = { + type = pdxmesh + name = "fp2_building_iberian_city_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @holding_illustration_iberian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + ### FP3 Iranian ### + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_india } + } + + ### EP3 Byzantine ### + asset = { + type = pdxmesh + name = "ep3_byzantine_city_02_mesh" + requires_dlc_flag = roads_to_power + illustration = @holding_illustration_byzantine + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } } + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + #Steppe fallbacks + #Iranian + asset = { + type = pdxmesh + name = "fp3_building_persian_city_02_a_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @holding_illustration_iranian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + #mena + asset = { + type = pdxmesh + names = { + "building_mena_city_02_mesh" + } + illustration = @holding_illustration_mena + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } } + graphical_cultures = { steppe_building_gfx } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_cities + } + } + } + culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_cities + } + culture = { + has_innovation = innovation_windmills + } + } + } + cost_gold = main_building_tier_4_cost + + levy = poor_building_levy_tier_8 + max_garrison = normal_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = good_building_tax_tier_8 + travel_danger = -16 + } + + province_culture_modifier = { + parameter = city_buildings_more_powerful + levy_size = 1 + tax_mult = 0.04 + } + + county_culture_modifier = { + parameter = city_buildings_more_county_opinion + county_opinion_add = 20 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + county_culture_modifier = { + parameter = city_buildings_more_powerful + development_growth_factor = 0.2 + } + + county_culture_modifier = { + parameter = city_buildings_less_control + monthly_county_control_growth_factor = -0.25 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk + development_growth_factor = fp2_urbanism_legacy_1_bonus_value + } + + flag = city + + on_complete = { + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + } + } + ai_value = { + base = 4 + modifier = { + add = 1 + scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + + +#### +# +# City Buildings +# +#### + +### Guild Halls + +guild_halls_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = city_01 + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + + next_building = guild_halls_02 + + type_icon = "icon_building_guild_halls.dds" + + ai_value = { + base = 500 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = city_01 + culture = { + OR = { + has_innovation = innovation_crop_rotation + has_cultural_parameter = next_level_guild_halls + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = guild_halls_03 + ai_value = { + base = 0 + modifier = { + add = 9 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_03 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = city_02 + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = guild_halls_04 + ai_value = { + base = 0 + modifier = { + add = 8 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_04 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = city_02 + + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = guild_halls_05 + ai_value = { + base = 0 + modifier = { + add = 7 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_05 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_guilds + } + has_building_or_higher = city_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + county_modifier = { + development_growth_factor = 0.25 + } + + next_building = guild_halls_06 + ai_value = { + base = 0 + modifier = { + add = 6 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_06 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_guilds + } + has_building_or_higher = city_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + county_modifier = { + development_growth_factor = 0.3 + } + + next_building = guild_halls_07 + ai_value = { + base = 0 + modifier = { + add = 5 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_07 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = city_04 + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + county_modifier = { + development_growth_factor = 0.35 + } + + next_building = guild_halls_08 + ai_value = { + base = 0 + modifier = { + add = 4 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} + +guild_halls_08 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_guild_halls + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = city_04 + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_guild_halls + } + has_building_or_higher = city_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + county_modifier = { + development_growth_factor = 0.4 + } + + ai_value = { + base = 0 + modifier = { + add = 3 + scope:holder = { + government_has_flag = government_is_republic + } + } + } +} diff --git a/common/buildings/00_common_buildings.txt b/common/buildings/00_common_buildings.txt new file mode 100644 index 00000000..2f0779b7 --- /dev/null +++ b/common/buildings/00_common_buildings.txt @@ -0,0 +1,342 @@ +### Hospices + +hospices_01 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = 0.1 + } + province_modifier = { + monthly_income = poor_building_tax_tier_1 + epidemic_resistance = 5 + } + + next_building = hospices_02 + + type_icon = "icon_building_hospice.dds" + + ai_value = { + base = 7 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 1 + county.development_level >= 10 + } + modifier = { + add = 1 + county.development_level >= 15 + } + modifier = { + add = 1 + county.development_level >= 20 + } + modifier = { + add = 1 + county.development_level >= 25 + } + modifier = { + add = 10 + scope:holder = { + OR = { + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + } +} + +hospices_02 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = 0.2 + } + province_modifier = { + monthly_income = poor_building_tax_tier_2 + epidemic_resistance = 7 + } + + next_building = hospices_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hospices_03 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = 0.3 + } + province_modifier = { + monthly_income = poor_building_tax_tier_3 + stationed_maa_toughness_mult = 0.01 + epidemic_resistance = 10 + } + + next_building = hospices_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hospices_04 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = 0.4 + } + province_modifier = { + monthly_income = poor_building_tax_tier_4 + stationed_maa_toughness_mult = 0.02 + epidemic_resistance = 12 + } + + next_building = hospices_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hospices_05 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = 0.5 + legitimacy_gain_mult = 0.01 + } + province_modifier = { + monthly_income = poor_building_tax_tier_5 + stationed_maa_toughness_mult = 0.03 + epidemic_resistance = 15 + } + + next_building = hospices_06 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hospices_06 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + character_modifier = { + monthly_piety = 0.6 + legitimacy_gain_mult = 0.02 + } + province_modifier = { + monthly_income = poor_building_tax_tier_6 + stationed_maa_toughness_mult = 0.04 + epidemic_resistance = 17 + } + + next_building = hospices_07 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hospices_07 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + character_modifier = { + monthly_piety = 0.7 + legitimacy_gain_mult = 0.03 + } + province_modifier = { + monthly_income = poor_building_tax_tier_7 + stationed_maa_toughness_mult = 0.05 + epidemic_resistance = 20 + } + + next_building = hospices_08 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hospices_08 = { + construction_time = standard_construction_time + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + character_modifier = { + monthly_piety = 0.8 + legitimacy_gain_mult = 0.04 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + stationed_maa_toughness_mult = 0.06 + epidemic_resistance = 25 + } + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} diff --git a/common/buildings/00_duchy_capital_buildings.txt b/common/buildings/00_duchy_capital_buildings.txt new file mode 100644 index 00000000..d98f8015 --- /dev/null +++ b/common/buildings/00_duchy_capital_buildings.txt @@ -0,0 +1,2507 @@ +########## +# Duchy Capital Buildings +# These are built in the first barony of the first county of any duchy +# Holding the associated duchy is required both to build, and for the buildings to be enabled +########## + +# SPECIAL DUCHY BUILDINGS +# We place these at the top to make them more visible in the building interface. + + +################## +# Tower of Silence +################## +tower_of_silence_01 = { + + construction_time = slow_construction_time + + type_icon = "icon_building_tower_of_silence.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder = { + faith = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + } + + is_enabled = { + custom_tooltip = { + text = tower_of_silence_01.tt.county_not_tos_users + county.faith = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + custom_tooltip = { + text = tower_of_silence_01.tt.liege_not_approve_of_burial + scope:holder.liege ?= { + faith = { + NOT = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + } + } + county.holder = { + has_title = prev.duchy + faith = { has_doctrine_parameter = can_build_towers_of_silence_active } + } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + same_faith_opinion = 10 + zealot_opinion = 10 + zealot_tax_contribution_mult = 0.2 + zealot_levy_contribution_mult = 0.2 + monthly_piety = 1 + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.3 + } + + duchy_capital_county_modifier = { + county_opinion_add = 30 + monthly_county_control_growth_add = 0.25 + epidemic_resistance = 10 + } + + ai_value = { + base = 100 + # Fill all building slots before going for duchy buildings + modifier = { + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building +} + +################### +# Charnel Grounds # +################### + +charnel_grounds_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + can_construct_showing_failures_only = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + + show_disabled = no + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + county_opinion_add = 5 + epidemic_resistance = 10 + } + character_modifier = { + monthly_piety = 0.1 + stress_gain_mult = -0.1 + clergy_opinion = 5 + } + + next_building = charnel_grounds_02 + + type_icon = "icon_building_tower_of_silence_2.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + } +} + +charnel_grounds_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + can_construct_showing_failures_only = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + + show_disabled = no + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + county_opinion_add = 10 + epidemic_resistance = 15 + } + character_modifier = { + monthly_piety = 0.2 + stress_gain_mult = -0.15 + negate_health_penalty_add = 0.05 + clergy_opinion = 10 + } + + next_building = charnel_grounds_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +charnel_grounds_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + can_construct_showing_failures_only = { + faith = { + has_doctrine_parameter = sky_burials_active + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + + show_disabled = no + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + county_opinion_add = 15 + epidemic_resistance = 20 + } + character_modifier = { + monthly_piety = 0.3 + stress_gain_mult = -0.2 + negate_health_penalty_add = 0.1 + clergy_opinion = 15 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +################## +### Graveyards ### +################## + +burial_site_01 = { + construction_time = slow_construction_time + + type_icon = "icon_building_graveyard.dds" + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + scope:holder = { has_dlc_feature = legends_of_the_dead } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_piety = 0.3 + court_grandeur_baseline_add = 2 + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.1 + } + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.1 + county_opinion_add = 5 + epidemic_resistance = 20 + } + + next_building = burial_site_02 + + type_icon = "icon_building_graveyard.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +burial_site_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + scope:holder = { has_dlc_feature = legends_of_the_dead } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + monthly_piety = 0.5 + court_grandeur_baseline_add = 4 + owned_legend_spread_mult = 0.3 + legitimacy_gain_mult = 0.15 + } + duchy_capital_county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_factor = 0.2 + epidemic_resistance = 30 + } + + next_building = burial_site_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +burial_site_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + scope:holder = { has_dlc_feature = legends_of_the_dead } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + monthly_piety = 1 + court_grandeur_baseline_add = 6 + owned_legend_spread_mult = 0.4 + legitimacy_gain_mult = 0.2 + } + duchy_capital_county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_factor = 0.4 + epidemic_resistance = 40 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +############### +### Regular ### +############### +royal_garden_01 = { + construction_time = slow_construction_time + effect_desc = royal_garden_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } + NOR = { + terrain = desert_mountains + terrain = mountains + terrain = wetlands + } + } + + can_construct_showing_failures_only = { + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + stress_gain_mult = -0.10 + #Add a court grandeur bonus + court_grandeur_baseline_add = 4 + #character_capital_county_monthly_development_growth_add = 0.2 + } + duchy_capital_county_modifier = { + county_opinion_add = 5 + } + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + next_building = royal_garden_02 + + type_icon = "icon_building_royal_gardens.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +royal_garden_02 = { + construction_time = slow_construction_time + effect_desc = royal_garden_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } + culture = { has_innovation = innovation_windmills } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.10 + stress_gain_mult = -0.20 + #Add a court grandeur bonus + court_grandeur_baseline_add = 8 + #character_capital_county_monthly_development_growth_add = 0.4 + } + duchy_capital_county_modifier = { + county_opinion_add = 10 + } + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + + next_building = royal_garden_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_garden_03 = { + construction_time = slow_construction_time + effect_desc = royal_garden_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + county.holder.culture = { has_cultural_parameter = enable_garden_duchy_building } + culture = { has_innovation = innovation_cranes } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.15 + stress_gain_mult = -0.30 + #Add a court grandeur bonus + court_grandeur_baseline_add = 12 + #character_capital_county_monthly_development_growth_add = 0.6 + } + duchy_capital_county_modifier = { + county_opinion_add = 15 + } + province_modifier = { + monthly_income = good_building_tax_tier_4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +# REGULAR DUCHY BUILDINGS + +military_academy_01 = { + construction_time = slow_construction_time + effect_desc = academies_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + knight_limit = 2 + knight_effectiveness_mult = 0.25 + army_maintenance_mult = -0.025 + men_at_arms_recruitment_cost = -0.1 + men_at_arms_limit = 1 + } + + next_building = military_academy_02 + + type_icon = "icon_building_military_academy.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +military_academy_02 = { + construction_time = slow_construction_time + effect_desc = academies_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + knight_limit = 4 + knight_effectiveness_mult = 0.5 + army_maintenance_mult = -0.035 + men_at_arms_recruitment_cost = -0.2 + men_at_arms_limit = 2 + } + + next_building = military_academy_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +military_academy_03 = { + construction_time = slow_construction_time + effect_desc = academies_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + knight_limit = 6 + knight_effectiveness_mult = 0.75 + army_maintenance_mult = -0.05 + men_at_arms_recruitment_cost = -0.3 + men_at_arms_limit = 3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +march_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + supply_limit_mult = 0.25 + levy_reinforcement_rate = 0.25 + garrison_size = 0.25 + hostile_raid_time = 0.2 + defender_holding_advantage = 5 + additional_fort_level = normal_building_fort_level_tier_2 + travel_danger = -10 + mountains_tax_mult = 0.15 + desert_mountains_tax_mult = 0.15 + hills_tax_mult = 0.15 + } + + next_building = march_02 + + type_icon = "icon_building_march.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +march_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + supply_limit_mult = 0.5 + levy_reinforcement_rate = 0.5 + garrison_size = 0.5 + hostile_raid_time = 0.3 + defender_holding_advantage = 10 + additional_fort_level = normal_building_fort_level_tier_4 + travel_danger = -20 + mountains_tax_mult = 0.2 + desert_mountains_tax_mult = 0.2 + hills_tax_mult = 0.2 + } + + next_building = march_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +march_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + supply_limit_mult = 1 + levy_reinforcement_rate = 1 + garrison_size = 1 + hostile_raid_time = 0.4 + defender_holding_advantage = 15 + additional_fort_level = normal_building_fort_level_tier_6 + travel_danger = -30 + mountains_tax_mult = 0.3 + desert_mountains_tax_mult = 0.3 + hills_tax_mult = 0.3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +siege_works_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + siege_weapon_recruitment_cost_mult = -0.15 + siege_weapon_maintenance_mult = -0.15 + } + province_modifier = { + stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_1 + stationed_siege_weapon_toughness_add = 5 + } + duchy_capital_county_modifier = { + additional_fort_level = normal_building_fort_level_tier_2 + } + + next_building = siege_works_02 + + type_icon = "icon_building_siege_works.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +siege_works_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + siege_weapon_recruitment_cost_mult = -0.3 + siege_weapon_maintenance_mult = -0.3 + } + + province_modifier = { + stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_2 + stationed_siege_weapon_toughness_add = 10 + } + duchy_capital_county_modifier = { + additional_fort_level = normal_building_fort_level_tier_4 + } + + next_building = siege_works_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +siege_works_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + siege_weapon_recruitment_cost_mult = -0.45 + siege_weapon_maintenance_mult = -0.45 + } + + province_modifier = { + stationed_siege_weapon_siege_value_mult = very_high_maa_siege_value_tier_3 + stationed_siege_weapon_toughness_add = 15 + } + duchy_capital_county_modifier = { + additional_fort_level = normal_building_fort_level_tier_6 + } + + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + culture_likely_to_fortify_modifier = yes + } +} + +royal_armory_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_melee_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + levy_size = 0.2 + } + + character_modifier = { + army_maintenance_mult = -0.025 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + character_culture_modifier = { + parameter = better_armory_buildings + prowess = 2 + knight_effectiveness_mult = 0.15 + } + + duchy_capital_county_culture_modifier = { + parameter = better_armory_buildings + build_gold_cost = -0.1 + holding_build_gold_cost = -0.1 + } + + province_culture_modifier = { + parameter = better_armory_buildings + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = royal_armory_02 + + type_icon = "icon_building_royal_armory.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +royal_armory_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + character_culture_modifier = { + parameter = better_armory_buildings + prowess = 3 + knight_effectiveness_mult = 0.3 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + levy_size = 0.3 + } + + character_modifier = { + army_maintenance_mult = -0.05 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + duchy_capital_county_culture_modifier = { + parameter = better_armory_buildings + build_gold_cost = -0.15 + holding_build_gold_cost = -0.15 + } + + province_culture_modifier = { + parameter = better_armory_buildings + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = royal_armory_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_armory_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + character_culture_modifier = { + parameter = better_armory_buildings + prowess = 4 + knight_effectiveness_mult = 0.45 + } + + duchy_capital_county_culture_modifier = { + parameter = better_armory_buildings + build_gold_cost = -0.2 + holding_build_gold_cost = -0.2 + } + + character_modifier = { + army_maintenance_mult = -0.1 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + province_culture_modifier = { + parameter = better_armory_buildings + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + levy_size = 0.4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +jousting_lists_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_horse_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + men_at_arms_maintenance = -0.06 + } + + province_modifier = { + stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_1 + stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_1 + stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_1 + stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_1 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1 + stationed_light_cavalry_screen_mult = high_maa_screen_tier_1 + stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_1 + stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_1 + stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_1 + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1 + stationed_camel_cavalry_screen_mult = high_maa_screen_tier_1 + stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_1 + } + + next_building = jousting_lists_02 + + type_icon = "icon_building_jousting_lists.dds" + + type = duchy_capital + + ai_value = { + base = 20 + ai_anti_synergy_armored_infantry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Don't build unsuitable MaA-boosting duchy buildings + factor = 0 + scope:holder = { + NOR = { + number_maa_regiments_of_base_type = { + type = heavy_cavalry + value > 0 + } + number_maa_regiments_of_base_type = { + type = light_cavalry + value > 0 + } + number_maa_regiments_of_base_type = { + type = elephant_cavalry + value > 0 + } + number_maa_regiments_of_base_type = { + type = camel_cavalry + value > 0 + } + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +jousting_lists_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_horse_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + men_at_arms_maintenance = -0.08 + } + + province_modifier = { + stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_2 + stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_2 + stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_2 + stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_2 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2 + stationed_light_cavalry_screen_mult = high_maa_screen_tier_2 + stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_2 + stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_2 + stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_2 + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2 + stationed_camel_cavalry_screen_mult = high_maa_screen_tier_2 + stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_2 + } + + next_building = jousting_lists_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +jousting_lists_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = unlocks_building_desc + } + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_horse_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + men_at_arms_maintenance = -0.1 + } + + province_modifier = { + stationed_heavy_cavalry_damage_mult = very_high_maa_damage_tier_3 + stationed_heavy_cavalry_toughness_mult = very_high_maa_toughness_tier_3 + stationed_heavy_cavalry_screen_mult = very_high_maa_screen_tier_3 + stationed_heavy_cavalry_pursuit_mult = very_high_maa_pursuit_tier_3 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_light_cavalry_screen_mult = high_maa_screen_tier_3 + stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_3 + stationed_elephant_cavalry_damage_mult = very_high_maa_damage_tier_3 + stationed_elephant_cavalry_toughness_mult = very_high_maa_toughness_tier_3 + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_camel_cavalry_screen_mult = high_maa_screen_tier_3 + stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +blacksmiths_01 = { + construction_time = slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = blacksmiths_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = blacksmiths_roco_effect_desc + } + desc = blacksmiths_effect_desc + } + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + men_at_arms_maintenance = -0.06 + } + + province_modifier = { + stationed_pikemen_damage_mult = normal_maa_damage_tier_1 + stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_1 + } + + character_culture_modifier = { + parameter = better_blacksmith_buildings + prowess = 2 + } + + duchy_capital_county_culture_modifier = { + parameter = better_blacksmith_buildings + supply_limit_mult = 0.25 + } + + province_culture_modifier = { + parameter = better_blacksmith_buildings + stationed_pikemen_damage_mult = normal_maa_damage_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 + } + + + next_building = blacksmiths_02 + + type_icon = "icon_building_blacksmiths.dds" + + type = duchy_capital + + ai_value = { + base = 20 + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Don't build unsuitable MaA-boosting duchy buildings + factor = 0 + scope:holder = { + NOR = { + number_maa_regiments_of_base_type = { + type = pikemen + value > 0 + } + number_maa_regiments_of_base_type = { + type = heavy_infantry + value > 0 + } + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +blacksmiths_02 = { + construction_time = slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = blacksmiths_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = blacksmiths_roco_effect_desc + } + desc = blacksmiths_effect_desc + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + character_culture_modifier = { + parameter = better_blacksmith_buildings + pikemen_toughness_mult = 0.05 + heavy_infantry_toughness_mult = 0.05 + prowess = 3 + } + + duchy_capital_county_culture_modifier = { + parameter = better_blacksmith_buildings + supply_limit_mult = 0.5 + } + + province_culture_modifier = { + parameter = better_blacksmith_buildings + stationed_pikemen_damage_mult = normal_maa_damage_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + men_at_arms_maintenance = -0.08 + } + + province_modifier = { + stationed_pikemen_damage_mult = normal_maa_damage_tier_2 + stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_2 + } + + next_building = blacksmiths_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +blacksmiths_03 = { + construction_time = slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = blacksmiths_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = blacksmiths_roco_effect_desc + } + desc = blacksmiths_effect_desc + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + character_culture_modifier = { + parameter = better_blacksmith_buildings + prowess = 4 + pikemen_toughness_mult = 0.08 + heavy_infantry_toughness_mult = 0.08 + } + + duchy_capital_county_culture_modifier = { + parameter = better_blacksmith_buildings + supply_limit_mult = 0.75 + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + men_at_arms_maintenance = -0.1 + } + + province_modifier = { + stationed_pikemen_damage_mult = normal_maa_damage_tier_3 + stationed_pikemen_toughness_mult = very_high_maa_toughness_tier_3 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = very_high_maa_toughness_tier_3 + } + + province_culture_modifier = { + parameter = better_blacksmith_buildings + stationed_pikemen_damage_mult = normal_maa_damage_tier_3 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +archery_ranges_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_burhs + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + men_at_arms_maintenance = -0.06 + } + + province_modifier = { + stationed_archers_damage_mult = very_high_maa_damage_tier_1 + stationed_archers_toughness_mult = low_maa_toughness_tier_1 + stationed_skirmishers_screen_mult = high_maa_screen_tier_1 + stationed_skirmishers_damage_mult = very_high_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1 + stationed_archer_cavalry_screen_mult = high_maa_screen_tier_1 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_1 + } + + next_building = archery_ranges_02 + + type_icon = "icon_building_royal_hunting_grounds.dds" + + type = duchy_capital + + ai_value = { + base = 20 + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_armored_infantry_modifier = yes + modifier = { + add = 10 + scope:holder = { + number_maa_regiments_of_base_type = { + type = archer_cavalry + value >= 2 + } + } + } + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Don't build unsuitable MaA-boosting duchy buildings + factor = 0 + scope:holder = { + NOR = { + number_maa_regiments_of_base_type = { + type = archers + value > 0 + } + number_maa_regiments_of_base_type = { + type = skirmishers + value > 0 + } + number_maa_regiments_of_base_type = { + type = archer_cavalry + value > 0 + } + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +archery_ranges_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_castle_baileys + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + men_at_arms_maintenance = -0.08 + } + + province_modifier = { + stationed_archers_damage_mult = very_high_maa_damage_tier_2 + stationed_archers_toughness_mult = low_maa_toughness_tier_2 + stationed_skirmishers_screen_mult = high_maa_screen_tier_2 + stationed_skirmishers_damage_mult = very_high_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2 + stationed_archer_cavalry_screen_mult = high_maa_screen_tier_2 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_2 + } + + next_building = archery_ranges_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +archery_ranges_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_royal_armory + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + men_at_arms_maintenance = -0.1 + } + + province_modifier = { + stationed_archers_damage_mult = very_high_maa_damage_tier_3 + stationed_archers_toughness_mult = low_maa_toughness_tier_3 + stationed_skirmishers_screen_mult = high_maa_screen_tier_3 + stationed_skirmishers_damage_mult = very_high_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3 + stationed_archer_cavalry_screen_mult = high_maa_screen_tier_3 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_3 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +tax_assessor_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + tax_mult = 0.15 + } + + next_building = tax_assessor_02 + + type_icon = "icon_building_tax_assessor.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 2 + OR = { + has_building_or_higher = watermills_01 + has_building_or_higher = windmills_01 + has_building_or_higher = caravanserai_01 + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +tax_assessor_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + tax_mult = 0.20 + } + + next_building = tax_assessor_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +tax_assessor_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + tax_mult = 0.30 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +leisure_palace_01 = { + construction_time = slow_construction_time + effect_desc = leisure_palace_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + stress_loss_mult = 0.15 + owned_hostile_scheme_success_chance_add = 5 + owned_personal_scheme_success_chance_add = 5 + } + + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.2 + monthly_county_control_growth_add = 0.2 + } + + next_building = leisure_palace_02 + + type_icon = "icon_building_leisure_palace.dds" + + type = duchy_capital + + ai_value = { + base = 10 + + modifier = { # This type of Duchy Capital Building should be more rare + add = 10 + scope:holder = { + OR = { # Suitable personality; cares a lot about their image or reclusive + has_trait = arrogant + has_trait = deceitful + has_trait = paranoid + has_trait = shy + has_trait = lazy + has_trait = reclusive + has_trait = profligate + } + } + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +leisure_palace_02 = { + construction_time = slow_construction_time + effect_desc = leisure_palace_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.1 + stress_loss_mult = 0.25 + owned_hostile_scheme_success_chance_add = 15 + owned_personal_scheme_success_chance_add = 15 + } + + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.4 + monthly_county_control_growth_add = 0.3 + } + + next_building = leisure_palace_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +leisure_palace_03 = { + construction_time = slow_construction_time + effect_desc = leisure_palace_effect_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + character_modifier = { + monthly_prestige_gain_mult = 0.15 + stress_loss_mult = 0.35 + owned_hostile_scheme_success_chance_add = 25 + owned_personal_scheme_success_chance_add = 25 + } + + duchy_capital_county_modifier = { + monthly_county_control_growth_factor = 0.6 + monthly_county_control_growth_add = 0.4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_forest_01 = { + construction_time = slow_construction_time + effect_desc = royal_reserves_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + NOR = { + terrain = steppe + terrain = desert + terrain = oasis + terrain = desert_mountains + terrain = mountains + terrain = wetlands + } + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_manorialism + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + duchy_capital_county_modifier = { + county_opinion_add = 5 + development_growth_factor = 0.1 + } + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + next_building = royal_forest_02 + + type_icon = "icon_building_royal_forest.dds" + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } +} + +royal_forest_02 = { + construction_time = slow_construction_time + effect_desc = royal_reserves_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_windmills + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_4_cost + + duchy_capital_county_modifier = { + county_opinion_add = 10 + development_growth_factor = 0.2 + } + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + + next_building = royal_forest_03 + + type = duchy_capital + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +royal_forest_03 = { + construction_time = slow_construction_time + effect_desc = royal_reserves_desc + + can_construct_potential = { + building_requirement_castle_city_church = { LEVEL = 01 } + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + + culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_5_cost + + duchy_capital_county_modifier = { + county_opinion_add = 15 + development_growth_factor = 0.3 + } + province_modifier = { + monthly_income = good_building_tax_tier_4 + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building + + ai_value = { + base = 20 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +########## +# Megalith +########## +pyramids_02 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_buildings_pyramids.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder = { + faith = { + has_doctrine_parameter = can_build_pyramids + } + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + short_reign_duration_mult = -0.2 + monthly_piety_gain_mult = 0.1 + } + county_modifier = { + development_growth = 0.2 + } + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } + + type = duchy_capital + + flag = travel_point_of_interest_wonder +} +great_megalith_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_megalith.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder = { + faith = { + has_doctrine_parameter = can_build_megaliths + } + } + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + county.holder = { has_title = prev.duchy } + } + show_disabled = yes + + cost_gold = expensive_building_tier_3_cost + + character_modifier = { + monthly_learning_lifestyle_xp_gain_mult = 0.1 + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + naval_movement_speed_mult = 0.1 + } + + duchy_capital_county_modifier = { + county_opinion_add = 10 + development_growth_factor = 0.15 + } + + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + modifier = { # Less likely when the AI should build regular buildings first + factor = 0.1 + scope:holder = { ai_should_focus_on_building_in_their_capital = yes } + } + } + + type = duchy_capital + + flag = fully_upgraded_duchy_capital_building +} diff --git a/common/buildings/00_legendary_buildings.txt b/common/buildings/00_legendary_buildings.txt new file mode 100644 index 00000000..ce650e3f --- /dev/null +++ b/common/buildings/00_legendary_buildings.txt @@ -0,0 +1,439 @@ +########### +## Special buildings rewarded from legends +########### + +legendary_shrine = { + + asset = { + type = pdxmesh + name = "fp4_legendary_steppe_shrine_01_a_mesh" + } + + asset = { + type = pdxmesh + name = "fp4_legendary_building_christian_shrine_01_mesh" + graphical_faiths = { "catholic_gfx" } + } + + asset = { + type = pdxmesh + name = "fp4_legendary_islamic_shrine_01_a_mesh" + graphical_faiths = { "islamic_gfx" "judaism_gfx" } + } + + asset = { + type = pdxmesh + name = "fp4_legendary_building_norse_shrine_01_a_mesh" + graphical_cultures = { norse_building_gfx } + graphical_faiths = { pagan_gfx } + } + + asset = { + type = pdxmesh + name = "fp4_legendary_dharmic_shrine_01_a_mesh" + graphical_faiths = { dharmic_gfx } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_building_legendary_shrine.dds" + + is_enabled = { + always = yes + } + + cost = { + gold = 1000 + piety = 1000 + } + + character_modifier = { + monthly_piety = 0.15 + zealot_opinion = 5 + zealot_tax_contribution_mult = 0.05 + same_faith_opinion = 5 + zealot_tax_contribution_mult = 0.1 + life_expectancy = 5 + } + + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.1 + } + + province_modifier = { + monthly_income = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + on_complete = { + root = { save_scope_as = legendary_province } + + county.holder = { + if = { + limit = { + has_trait = pilgrim + } + add_trait_xp = { + trait = pilgrim + value = 30 + } + } + else = { + add_trait = pilgrim + add_trait_xp = { + trait = pilgrim + value = 30 + } + } + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +legendary_palace = { + + asset = { + type = pdxmesh + name = "fp4_legendary_western_palace_01_a_mesh" + } + + asset = { + type = pdxmesh + name = "fp4_legendary_islamic_palace_01_a_mesh" + graphical_faiths = { "islamic_gfx" } + } + + asset = { + type = pdxmesh + name = "fp4_legendary_india_palace_01_a_mesh" + graphical_regions = { "graphical_india" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_building_legendary_palace.dds" + + is_enabled = { + always = yes + } + + cost = { + gold = 1500 + } + + character_modifier = { + courtly_opinion = 5 + courtly_tax_contribution_mult = 0.05 + legitimacy_gain_mult = 0.05 + owned_hostile_scheme_success_chance_add = 5 + owned_personal_scheme_success_chance_add = 5 + owned_hostile_scheme_success_chance_max_add = 5 + monthly_lifestyle_xp_gain_mult = 0.1 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.15 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + on_complete = { + root = { save_scope_as = legendary_province } + + county.holder = { + if = { + limit = { + has_trait = lifestyle_reveler + } + add_trait_xp = { + trait = lifestyle_reveler + value = 30 + } + } + else = { + add_trait = lifestyle_reveler + add_trait_xp = { + trait = lifestyle_reveler + value = 30 + } + } + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +legendary_statue = { + + asset = { + type = pdxmesh + name = "fp4_legendary_western_hero_01_mesh" + } + + asset = { + type = pdxmesh + name = "fp4_legendary_heroes_pillar_india_01_a_mesh" + graphical_regions = { "graphical_india" } + } + + asset = { + type = pdxmesh + name = "fp4_legendary_mediterranean_monument_01_a_mesh" + graphical_regions = { "graphical_mediterranean" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_building_legendary_statue.dds" + + is_enabled = { + always = yes + } + + cost = { + gold = 1000 + prestige = 1000 + } + + character_modifier = { + glory_hound_opinion = 5 + glory_hound_tax_contribution_mult = 0.05 + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_mult = 0.2 + } + + county_modifier = { + county_opinion_add = 5 + } + + province_modifier = { + stationed_maa_damage_add = 20 + stationed_maa_damage_mult = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + on_complete = { + root = { save_scope_as = legendary_province } + + county.holder = { + if = { + limit = { + has_trait = august + } + add_prestige = 400 + } + else = { + add_trait = august + } + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +legendary_watchtower = { + + asset = { + type = pdxmesh + name = "fp4_legendary_western_watchtower_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_building_legendary_watchtower.dds" + + can_construct = { + scope:holder = { + dynasty = { + has_dynasty_perk = ce1_heroic_legacy_5 + } + } + } + + is_enabled = { + always = yes + } + + cost = { + gold = 1000 + prestige = 1000 + } + + character_modifier = { + glory_hound_opinion = 5 + men_at_arms_limit = 1 + } + + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.1 + supply_limit = 2000 + hostile_raid_time = 0.35 + } + + province_modifier = { + stationed_maa_toughness_add = 10 + stationed_maa_toughness_mult = 0.2 + stationed_maa_damage_add = 10 + stationed_maa_damage_mult = 0.2 + fort_level = 4 + garrison_size = 2 + travel_danger = -25 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + on_complete = { + root = { save_scope_as = legendary_province } + + county.holder = { + if = { + limit = { + has_trait = lifestyle_blademaster + } + add_trait_xp = { + trait = lifestyle_blademaster + value = 30 + } + } + else = { + add_trait = lifestyle_blademaster + add_trait_xp = { + trait = lifestyle_blademaster + value = 30 + } + } + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +legendary_hunting_lodge = { + + asset = { + type = pdxmesh + name = "fp4_legendary_desert_hunting_lodge_01_a_mesh" + } + + asset = { + type = pdxmesh + name = "fp4_legendary_hunting_lodge_01_a_mesh" + graphical_regions = { graphical_western graphical_mediterranean } + } + + asset = { + type = pdxmesh + name = "fp4_legendary_building_norse_meadhall_01_a_mesh" + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_western } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_building_legendary_hunting_grounds.dds" + + is_enabled = { + always = yes + } + + cost = { + gold = 1000 + prestige = 1000 + } + effect_desc = ep2_activities_legacy_4_hunts_up_legendary_hunt_sightings_effect + + character_modifier = { + lifestyle_hunter_xp_gain_mult = 0.2 + parochial_opinion = 5 + parochial_tax_contribution_mult = 0.1 + monthly_prestige_gain_mult = 0.05 + stress_gain_mult = -0.15 + stress_loss_mult = 0.15 + court_grandeur_baseline_add = 4 + } + + county_modifier = { + tax_mult = 0.1 + } + + province_modifier = { + travel_danger = -5 + stationed_maa_toughness_add = 20 + stationed_maa_toughness_mult = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + on_complete = { + root = { save_scope_as = legendary_province } + + county.holder = { + if = { + limit = { + has_trait = lifestyle_hunter + } + add_trait_xp = { + trait = lifestyle_hunter + track = hunter + value = 30 + } + } + else = { + add_trait = lifestyle_hunter + add_trait_xp = { + trait = lifestyle_hunter + track = hunter + value = 30 + } + } + } + } + + type = special + + flag = travel_point_of_interest_martial +} diff --git a/common/buildings/00_special_buildings.txt b/common/buildings/00_special_buildings.txt new file mode 100644 index 00000000..597868de --- /dev/null +++ b/common/buildings/00_special_buildings.txt @@ -0,0 +1,6562 @@ +########### +## Generic Holy Site Buildings +########### + +holy_site_cathedral_01 = { + + asset = { + type = pdxmesh + name = "building_special_cathedral_generic_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + holy_order_hire_cost_mult = -0.15 + clergy_opinion = 5 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_muslim.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + domain_tax_different_faith_mult = 0.15 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_fire_temple_01 = { + + asset = { + type = entity + name = "building_special_cathedral_zoroastrian_01_a_entity" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_fire_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + domain_tax_different_faith_mult = 0.15 + levy_reinforcement_rate_same_faith = 0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_pagan_grand_temple_01 = { + + asset = { + type = pdxmesh + name = "building_special_cathedral_pagan_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_pagan.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + knight_effectiveness_mult = 0.15 + levy_reinforcement_rate = 0.1 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + levy = 500 + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_indian_grand_temple_01 = { + + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_indian.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + different_faith_opinion = 5 + different_faith_county_opinion_mult = -0.15 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_other_grand_temple_01 = { + asset = { + type = pdxmesh + name = "building_special_cathedral_generic_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_zoroastric.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.025 + short_reign_duration_mult = -0.1 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + + +# NOTE: the custom loc key GetSpecialBuildingNameFromProvince in 00_building_custom_localization.txt pulls from this database. If a new special building is added here, please update the custom loc key! + +########## +# Mahabodhi Temple +########## + +holy_site_mahabodhi_temple_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mahabodhi_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + learning_per_piety_level = 1 + different_faith_opinion = 5 + religious_vassal_opinion = 10 + different_faith_county_opinion_mult = -0.2 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Imam Ali Mosque +########## + +holy_site_imam_ali_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_imam_ali_mosque.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + scope:holder.faith = { religion_tag = islam_religion } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Mecca +########## + +holy_site_great_mosque_of_mecca_01 = { + + asset = { + type = pdxmesh + name = "building_special_great_mosque_of_mecca_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_mecca.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.35 + development_growth = 0.5 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Cordoba +########## + +holy_site_great_mosque_of_cordoba_01 = { + + asset = { + type = pdxmesh + name = "monument_mezquita_de_cordoba_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_cordoba.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + different_culture_opinion = 5 + character_capital_county_monthly_development_growth_add = 0.2 + monthly_piety = 0.5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Djenne +########## + +holy_site_great_mosque_of_djenne_01 = { + + asset = { + type = pdxmesh + name = "building_special_great_mosque_of_djenne_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_cordoba.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + build_gold_cost = -0.15 + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Great Mosque of Samarra +########## + +holy_site_great_mosque_of_samarra_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_great_mosque_of_samarra_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_mosque_of_samarra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + build_gold_cost = -0.1 + build_speed = -0.1 + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Cologne Cathedral +########## + +holy_site_cologne_cathedral_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.15 + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_gain_per_knight_add = 0.1 + knight_effectiveness_mult = 0.2 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Canterbury Cathedral +########## + +holy_site_canterbury_cathedral_01 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_01_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.1 + development_growth = 0.1 + } + + province_modifier = { + monthly_income = 3 + } + + next_building = holy_site_canterbury_cathedral_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_canterbury_cathedral_02 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_02_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.2 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 5 + } + + next_building = holy_site_canterbury_cathedral_03 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +holy_site_canterbury_cathedral_03 = { + construction_time = very_slow_construction_time + + asset = { + type = pdxmesh + name = "ep2_building_special_canterbury_03_mesh" + } + + type_icon = "icon_structure_canterbury_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.25 + monthly_piety_gain_per_happy_powerful_vassal_add = 0.3 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.30 + development_growth = 0.3 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 6 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + + +########## +# Prophetic Mosque +########## + +holy_site_prophetic_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cathedral_muslim.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + county_opinion_add = 5 + holy_order_hire_cost_mult = -0.15 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.75 + development_growth = 0.3 + supply_limit_mult = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Doge's Palace +########## + +doges_palace_01 = { # Should technically be burnt down/rebuilt, but this is mostly here to make Venice awesome, so... + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_doges_palace.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder = { + custom_tooltip = { + text = government_is_not_republic_or_admin_desc + OR = { + government_has_flag = government_is_republic + government_has_flag = government_is_administrative + } + } + } + } + + cost_gold = 1000 + + county_modifier = { + development_growth_factor = 0.3 + development_growth = 0.5 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 1 + fort_level = 3 + levy_size = 1 + monthly_income = 5 + defender_holding_advantage = 10 + travel_danger = -20 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Walls of Genoa +########## + +walls_of_genoa_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_walls_of_genoa.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.1 + development_growth = 0.3 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 2 + monthly_income = 3 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Visby Ringmur +########## + +visby_ringmur_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_visby_ringmur.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 500 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.15 + development_growth = 0.3 + tax_mult = 0.15 + county_opinion_add = 5 + hostile_raid_time = 0.5 + travel_danger = -20 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Walls of Benin +########## + +walls_of_benin_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_walls_of_benin.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 1000 + + county_modifier = { + levy_size = 0.5 + defender_holding_advantage = 5 + development_growth_factor = 0.75 + development_growth = 0.3 + tax_mult = 0.2 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.5 + fort_level = 2 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Theodosian Walls +########## + +theodosian_walls_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_theodosian_walls.dds" + + can_construct_potential = { + barony ?= title:b_constantinople + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = 1000 + duchy_capital_county_modifier = { + levy_size = 0.15 + tax_mult = 0.15 + } + province_modifier = { + monthly_income = 10 + fort_level = 5 + garrison_size = 1 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.4 + development_growth_factor = 0.2 + levy_size = 0.3 + tax_mult = 0.3 + hostile_raid_time = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = duchy_capital +} + +########## +# Aurelian Walls +########## + +aurelian_walls_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_aurelian_walls.dds" + + can_construct_potential = { + barony ?= title:b_roma + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = 500 + + duchy_capital_county_modifier = { + levy_size = 0.15 + tax_mult = 0.15 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.1 + hostile_raid_time = 0.5 + } + province_modifier = { + fort_level = 3 + garrison_size = 0.5 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = duchy_capital +} + +########## +# The Colosseum +########## + +the_colosseum_01 = { + + asset = { + type = pdxmesh + name = "building_special_colosseum_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_colosseum.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + army_maintenance_mult = -0.05 # 'Stealing' the metal from the colosseum building itself + } + + province_modifier = { + build_speed = -0.1 # 'Stealing' the metal from the colosseum building itself + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Iron Pillar of Delhi +########## + +iron_pillar_of_delhi_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_iron_pillar_of_delhi.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_prestige_gain_mult = 0.05 + army_maintenance_mult = -0.05 + heavy_infantry_toughness_mult = 0.1 + heavy_cavalry_toughness_mult = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder +} + + + +########## +# Iron Pillar of Dhar +########## + +iron_pillar_of_dhar_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_iron_pillar_of_dhar.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 2000 + + character_modifier = { + advantage = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + levy_size = 0.15 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# The Pyramids +########## + +the_pyramids_01 = { + + asset = { + type = pdxmesh + name = "building_special_pyramids_giza_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_the_pyramids.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + short_reign_duration_mult = -0.2 + } + county_modifier = { + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder +} + +########## +# Stonehenge +########## + +stonehenge_01 = { + + asset = { + type = pdxmesh + name = "building_special_stonehenge_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_stonehenge.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + learning = 2 + monthly_learning_lifestyle_xp_gain_mult = 0.15 + faith_conversion_piety_cost_mult = -0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Offa's Dyke +########## + +offas_dyke_01 = { # For Matt Frary + + construction_time = very_slow_construction_time + + type_icon = "icon_building_palisades.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + province_modifier = { + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial_minor +} + +########## +# Hadrian's Wall +########## + +hadrians_wall_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hadrians_wall.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + province_modifier = { + build_gold_cost = -0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial_minor +} + +########## +# Petra +########## + +petra_01 = { + asset = { + type = pdxmesh + name = "building_special_petra_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_petra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + county_modifier = { + tax_mult = 0.1 + supply_limit_mult = 0.25 + development_growth = 0.2 + development_growth_factor = 0.15 + } + + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Buddhas of Bamian +########## + +buddhas_of_bamian_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_buddhas_of_bamiyan.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + cost_gold = 3000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + diplomacy_per_piety_level = 1 + } + county_modifier = { + tax_mult = 0.1 + development_growth = 0.3 + development_growth_factor = 0.75 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Alhambra +########## + +alhambra_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alhambra_01_mesh" + } + + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_alhambra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = alhambra_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +alhambra_02 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alhambra_01_mesh" + } + + + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_alhambra.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_prestige_gain_mult = 0.10 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + monthly_income = 2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.25 + monthly_county_control_growth_add = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Citadel of Aleppo +########## + +citadel_of_aleppo_01 = { + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_the_citadel_of_aleppo.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + monthly_prestige = 0.1 + } + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = citadel_of_aleppo_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +citadel_of_aleppo_02 = { + construction_time = very_slow_construction_time + effect_desc = feast_cost_discount_max_desc + + type_icon = "icon_structure_the_citadel_of_aleppo.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 2000 + + character_modifier = { + monthly_prestige = 0.3 + prowess_per_piety_level = 2 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.15 + } + + ai_value = { + base = 8 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# House of Wisdom +########## + +house_of_wisdom_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_house_of_wisdom_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_grand_library_of_baghdad.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.15 + different_culture_opinion = 10 + cultural_head_fascination_mult = 0.10 + faith_creation_piety_cost_mult = -0.2 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + tax_mult = 0.2 + development_growth = 0.3 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +########## +# The Tower of London +########## + +the_tower_of_london_01 = { + + asset = { + type = pdxmesh + name = "building_special_tower_of_london_mesh" + } + + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = roads_to_power } + desc = tower_of_london_pacification_effect + } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_tower_of_london.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 1000 + + character_modifier = { + dread_gain_mult = 0.3 + } + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + tax_mult = 0.05 + } + + ai_value = { + base = 8 + culture_likely_to_fortify_modifier = yes + modifier = { + factor = 5 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_castle + } + } + } + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# London Bridge +########## + +london_bridge_01 = { + + asset = { + type = pdxmesh + name = "building_special_tower_of_london_mesh" #TODO_CD_ERCC + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_london_bridge.dds" #TODO_CD_ERCC + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_development_03 + } + } + + cost_gold = 1000 + + character_modifier = { + cultural_head_fascination_mult = 0.10 + parochial_opinion = 5 + legitimacy_gain_mult = 0.1 + } + province_modifier = { + travel_danger = -30 + } + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.15 + tax_mult = 0.1 + county_opinion_add = 10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + + +########## +# Notre Dame +########## + +notre_dame_01 = { + + asset = { + type = pdxmesh + name = "building_special_notre_dame_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_notre_dame.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:christianity_religion + culture = { + has_innovation = innovation_windmills + } + } + } + + is_enabled = { + scope:holder = { + religion = religion:christianity_religion + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 1 + stewardship_per_piety_level = 1 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + county_opinion_add = 5 + tax_mult = 0.2 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Brihadeeswarar Temple +########## + +brihadeeswarar_temple_01 = { + + asset = { + type = pdxmesh + name = "building_special_brihadeeswarar_temple_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_brihadeeswarar_temple.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_manorialism + } + } + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + same_faith_opinion = 5 + stewardship_per_piety_level = 1 + } + + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Shwedagon Pagoda +########## + +shwedagon_pagoda_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shwedagon_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.5 + clergy_opinion = 5 + tyranny_gain_mult = -0.1 + monthly_dynasty_prestige_mult = 0.05 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Ananda Temple +########## + +ananda_temple_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shwedagon_pagoda.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning = 2 + monthly_piety_gain_mult = 0.05 + county_opinion_add = 5 + monthly_county_control_growth_factor = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + province_modifier = { + monthly_income = 3 + } + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# The Friday Mosque +########## + +the_friday_mosque_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_the_friday_mosque.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_zoroastrian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + religion = religion:zoroastrianism_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + piety_level_impact_mult = 0.5 + monthly_dynasty_prestige_mult = 0.05 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.25 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Khajuraho +########## + +khajuraho_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_khajuraho_temples.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + } + + is_enabled = { + custom_description = { + text = buddhas_of_bamian_trigger + scope:holder = { + religion = { is_in_family = rf_eastern } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + different_faith_opinion = 10 + faith_conversion_piety_cost_mult = -0.2 + monthly_piety_gain_per_happy_powerful_vassal_mult = 0.05 + } + province_modifier = { + monthly_income = 1.5 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Palace of Aachen +########## + +palace_of_aachen_01 = { + effect_desc = palace_of_aachen_effect_desc + + asset = { + type = pdxmesh + name = "building_special_palace_of_aachen_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_achen.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + powerful_vassal_opinion = 5 + clergy_opinion = 5 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.1 + tyranny_gain_mult = -0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +########## +# Hagia Sophia +########## + +hagia_sophia_01 = { + + asset = { + type = pdxmesh + name = "building_special_hagia_sophia_mesh" + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hagia_sophia.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + intrigue_per_prestige_level = 2 + learning = 2 + knight_limit = 2 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = hagia_sophia_02 + + type = special + + flag = travel_point_of_interest_religious +} + +hagia_sophia_02 = { + + asset = { + type = pdxmesh + name = "building_special_hagia_sophia_minarets_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hagia_sophia.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + cost_piety = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + intrigue_per_prestige_level = 2 + learning = 2 + knight_limit = 2 + knight_effectiveness_mult = 0.2 + monthly_dynasty_prestige_mult = 0.05 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Dome of the Rock / Temple in Jerusalem +########## + +dome_of_the_rock_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_dome_of_the_rock.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + NOT = { scope:holder.religion = religion:judaism_religion } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + martial_per_piety_level = 1 + knight_effectiveness_mult = 0.2 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = temple_in_jerusalem_01 + + type = special + + flag = travel_point_of_interest_religious +} + +temple_in_jerusalem_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_temple_in_jerusalem.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder.religion = religion:judaism_religion + } + + is_enabled = { + custom_description = { + text = holy_site_jewish_or_holy_site_trigger + OR = { + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + scope:holder = { + religion = religion:judaism_religion + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + cost_piety = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + martial_per_piety_level = 1 + learning_per_prestige_level = 1 + knight_effectiveness_mult = 0.2 + same_faith_opinion = 5 + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.3 + development_growth = 0.3 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hall of Heroes +########## + +hall_of_heroes_01 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 150 + max_garrison = 75 + cost_gold = 0 + construction_time = 0 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 1 + knight_effectiveness_mult = 0.05 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + next_building = hall_of_heroes_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_02 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 265 + max_garrison = 110 + cost_gold = 225 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 1 + knight_effectiveness_mult = 0.1 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_03 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 375 + max_garrison = 150 + cost_gold = 300 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 2 + knight_effectiveness_mult = 0.15 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_04 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 500 + max_garrison = 225 + cost_gold = 375 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 2 + knight_effectiveness_mult = 0.2 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + next_building = hall_of_heroes_05 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +hall_of_heroes_05 = { + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_activity_cost_max_discount_effect_desc + } + } + type_icon = "icon_building_hall_of_heroes.dds" + + levy = 700 + max_garrison = 260 + cost_gold = 450 + construction_time = 500 + + character_modifier = { + monthly_piety_gain_per_knight_add = 0.1 + prowess = 3 + knight_effectiveness_mult = 0.25 + } + + is_enabled = { + building_hall_of_heroes_requirement = yes + } + + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Universities +########## + +generic_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_building_university.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + scope:holder = { + highest_held_title_tier >= tier_duchy + prestige_level >= 4 + } + county = { + development_level >= 30 + } + } + + show_disabled = yes + + on_complete = { + county.holder = { + save_scope_as = founder + + found_university_decision_event_effect = yes + + every_player = { + limit = { + NOT = { this = scope:founder } + is_within_diplo_range = { CHARACTER = scope:founder } + } + trigger_event = major_decisions.2002 + } + } + } + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + } + + ai_value = { + base = 8 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +al_azhar_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_al-azhar_university.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + diplomacy_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +sankore_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_the_university_of_sankore.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + martial_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +siena_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_university_of_siena.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + intrigue_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +nalanda_university = { + construction_time = very_slow_construction_time + effect_desc = { + desc = unlocks_building_desc + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = university_toto_effect_desc + } + triggered_desc = { + trigger = { has_dlc_feature = royal_court } + desc = university_roco_effect_desc + } + desc = university_effect_desc + } + + type_icon = "icon_structure_nalanda.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_university_requirement = yes + } + + can_construct = { + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + learning_per_prestige_level = 1 + stewardship_per_prestige_level = 1 + monthly_lifestyle_xp_gain_mult = 0.1 + cultural_head_fascination_mult = 0.05 + monthly_dynasty_prestige = 0.25 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +######## +#Sicilian_parliament +######## + +special_sicilian_parliament_01 = { + construction_time = very_slow_construction_time + + is_enabled = { + is_county_capital = yes + has_variable = variable_sicilian_parliament_county + } + + cost_gold = 1500 + + province_modifier = { + monthly_income = 1 + } + county_modifier = { + development_growth_factor = 0.25 + monthly_county_control_growth_add = 1 + county_opinion_add = 25 + } + character_modifier = { + monthly_prestige = 0.75 + } + + type_icon = "icon_building_generic_house.dds" + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_theocracy + } + } + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +######## +#Greenhouse +######## + +special_greenhouse_01 = { + construction_time = very_slow_construction_time + + is_enabled = { + has_variable = variable_greenhouse + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + development_growth_factor = 0.25 + county_opinion_add = 25 + } + character_modifier = { + health = 0.25 + monthly_prestige = 1 + } + + type_icon = "icon_building_generic_house.dds" + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +########## +# Hotin Fortress (AKA: Khotyn Fortress) +########## + +hotin_fort_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct_potential = { + } + + cost_gold = 400 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + } + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + travel_danger = -10 + } + + next_building = hotin_fort_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +hotin_fort_02 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct_potential = { + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 800 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + martial_per_prestige_level = 1 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Golden Gate of Kiev +########## + +golden_gate_of_kiev_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_golden_gate_of_kiev.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_prestige_gain_mult = 0.1 + monthly_piety_gain_mult = 0.1 + } + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + fort_level = good_building_fort_level_tier_1 + defender_holding_advantage = normal_building_advantage_tier_1 + travel_danger = -20 + } + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + tax_mult = 0.1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder +} + +########## +# Heddal Stave Church +########## + +heddal_stave_church_01 = { + construction_time = slow_construction_time + + type_icon = "icon_structure_cathedral_pagan.dds" + + can_construct_potential = { + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_mult = 0.1 + monthly_dynasty_prestige_mult = 0.05 + knight_effectiveness_mult = 0.2 + knight_limit = 1 + } + province_modifier = { + monthly_income = 1 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + county_opinion_add = 10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Temple of Uppsala +########## + +temple_of_uppsala_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_temple_of_uppsala.dds" + + can_construct_potential = { + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_city_planning + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + men_at_arms_maintenance = -0.1 + knight_effectiveness_mult = 0.15 + } + province_modifier = { + monthly_income = 1 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.1 + development_growth_factor = 0.2 + } + + next_building = temple_of_uppsala_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +temple_of_uppsala_02 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cologne_cathedral.dds" + + can_construct_potential = { + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_manorialism + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_per_knight_mult = 0.02 + men_at_arms_maintenance = -0.1 + knight_effectiveness_mult = 0.2 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.15 + development_growth_factor = 0.25 + } + + ai_value = { + base = 8 + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Lund Cathedral +########## + +lund_cathedral_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_lund_cathedral.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + scope:holder = { + culture = { + has_innovation = innovation_crop_rotation + } + } + } + + is_enabled = { + custom_description = { + text = holy_site_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.1 + } + province_modifier = { + monthly_income = 2 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Danevirke +########## + +danevirke_01 = { + construction_time = very_slow_construction_time + + type_icon = "icon_building_palisades.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + province_modifier = { + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial_minor +} + +########## +# Roman Walls of Lugo +########## + +roman_wall_of_lugo_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_roman_wall_of_lugo_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "lugo_walls.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + learning = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + county_holder_character_modifier = { + learning = 1 + monthly_dynasty_prestige_mult = 0.05 + } + + province_modifier = { + monthly_income = 1 + garrison_size = 0.1 + fort_level = 1 + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Rock of Gibraltar +########## + +rock_of_gibraltar_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_rock_of_gibraltar_01_a_mesh" + } + + + construction_time = very_slow_construction_time + + type_icon = "gibraltar.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + stewardship = 1 + diplomatic_range_mult = 0.2 + } + + province_modifier = { + fort_level = 1 + defender_holding_advantage = normal_building_advantage_tier_1 + } + + county_modifier = { + development_growth_factor = 0.1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature +} + +########## +# Aljaferia Palace +########## + +aljaferia_palace_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_aljaferia_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "aljaferia.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + diplomacy_per_prestige_level = 1 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Tower of Hercules +########## + +tower_of_hercules_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_tower_of_hercules_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "hercules.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + naval_movement_speed_mult = 0.25 + embarkation_cost_mult = -0.25 + } + + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning +} + +########## +# City Walls of Toledo +########## + +city_wall_of_toledo_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_toledo_city_walls_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "toledo.dds" + + can_construct_potential = { + } + + cost_gold = 1000 + + county_modifier = { + defender_holding_advantage = 5 + development_growth_factor = 0.1 + development_growth = 0.3 + tax_mult = 0.1 + hostile_raid_time = 0.5 + } + + province_modifier = { + garrison_size = 0.25 + fort_level = 2 + travel_danger = -20 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Alcazar de Segovia +########## + +alcazar_of_segovia_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_alcazar_de_segovia_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "alcazar_segovia.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + martial_per_prestige_level = 1 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + travel_danger = -20 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# The Santiago de Compostela Archcathedral Basilica +########## + +holy_site_basilica_santiago_01 = { + + asset = { + type = pdxmesh + name = "fp2_building_special_basilica_santiago_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "compostela.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_christian_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + scope:holder = { + religion = religion:christianity_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.25 + monthly_dynasty_prestige_mult = 0.05 + holy_order_hire_cost_mult = -0.15 + clergy_opinion = 5 + learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value + } + + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + development_growth = 0.2 + } + + province_modifier = { + monthly_income = 3 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Sancutary of Imam Reza +########## + +imam_reza_shrine_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_imam_reza_shrine_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_imamrezashrine" } + + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_imam_reza_shrine.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.2 + learning_per_piety_level = 1 + imami_opinion = 10 + advantage_against_coreligionists = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + + province_modifier = { + monthly_income = 2 + } + + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.55 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb/complex +} + +########## +# Dome of Soltaniyeh +########## + +soltaniyeh_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_soltaniyeh_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_soltaniyeh" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_soltaniyeh.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_development_03 + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety_gain_per_knight_mult = 0.03 + monthly_dynasty_prestige_mult = 0.05 + clan_government_opinion_same_faith = 5 + cultural_head_fascination_mult = 0.1 + } + + county_modifier = { + development_growth_factor = 0.1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_wonder # monumental tomb +} + +########## +# Ruins of the Palace of Ctesiphon +########## + +palace_of_ctesiphon_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_ctesiphon.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + + cost_gold = 3000 + + character_modifier = { + zoroastrianism_religion_opinion = 5 + } + + county_holder_character_modifier = { + learning = 1 + } + + county_modifier = { + build_speed = -0.1 # Baghdad was constructed using stones from Ctesiphon + } + + next_building = palace_of_ctesiphon_02 + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning # ancient ruin +} + +palace_of_ctesiphon_02 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_palace_of_ctesiphon_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_palace_of_ctesiphon.dds" + + can_construct = { + scope:holder = { + AND = { + OR = { + religion = religion:zoroastrianism_religion + faith = faith:manichean + faith = faith:nestorian + faith = faith:hellenic_pagan + } + highest_held_title_tier >= tier_kingdom + is_independent_ruler = yes + } + } + } + + show_disabled = yes + + cost_gold = 2000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.2 + diplomacy_per_piety_level = 1 + title_creation_cost_mult = -0.25 + persian_opinion = 5 + zoroastrianism_religion_opinion = 5 + } + + county_modifier = { + build_prestige_cost = -0.2 + build_gold_cost = -0.2 + } + + province_modifier = { + monthly_income = 2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_learning # ancient ruin +} + +########## +# Falak-ol-Aflak +########## + +falak_ol_aflak_citadel_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_falak_ol_aflak_citadel_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_falak_ol_aflak_citadel.dds" + + can_construct_potential = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + desert_mountains_attrition_mult = -0.5 + } + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + county_opinion_add = 10 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +########## +# Minarets of Jam +########## + +minarets_and_remains_of_jam_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_minaret_and_remains_of_jam_01_a_mesh" + soundeffect = { soundeffect = "event:/DLC/FP3/SFX/Ambience/3DMapEmitters/Holdings/fp3_ambience_3D_holdings_minaret" } + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_minaret_and_remains_of_jam.dds" + + can_construct = { + scope:holder = { + religion = religion:islam_religion + } + } + + is_enabled = { + custom_description = { + text = holy_site_muslim_or_holy_site_trigger + OR = { + scope:holder = { + religion = religion:islam_religion + } + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + } + } + + show_disabled = yes + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_piety_gain_per_knight_add = 0.1 + stewardship_per_prestige_level = 1 + clan_government_opinion_same_faith = 5 + } + + county_modifier = { + tax_mult = 0.05 + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious monument +} + +########## +# Great Wall of Gorgan +########## + +great_wall_of_gorgan_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_great_wall_of_gorgan.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + province_modifier = { + build_gold_cost = -0.1 + fort_level = 1 + garrison_size = 0.25 + hostile_raid_time = 0.25 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # wall +} + +########## +# Lake Maharloo +########## + +maharloo_lake_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_maharloo_lake_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_maharloo_lake.dds" + + can_construct_potential = { + } + + cost_gold = 300 + + character_modifier = { + learning = 1 + stress_loss_mult = 0.1 + } + + county_modifier = { + county_opinion_add = 5 + development_growth = 0.1 + development_growth_factor = 0.6 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # lake +} + +########## +# Rainbow Mountains +########## + +rainbow_mountains_01 = { + effect_desc = hunting_grounds_desc + + asset = { + type = pdxmesh + name = "fp3_building_special_rainbow_mountains_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ala_daghlar_mountains.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + county_holder_character_modifier = { + diplomacy = 1 + } + + county_modifier = { + development_growth_factor = 0.2 + tax_mult = 0.1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # mountain +} + +########## +# Mount Damavand +########## + +mount_damavand_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_mount_damavand_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_damavand.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + stress_loss_mult = 0.1 + mountains_travel_danger = -10 + } + + county_holder_character_modifier = { + } + + county_modifier = { + mountains_levy_size = 0.5 + travel_danger = -30 + development_growth_factor = 0.3 + } + + province_modifier = { + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_natural_feature # mountain +} + +########## +# Tomb of Batsheba +########## + +tomb_of_cyrus_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_tomb_of_cyrus_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_tomb_of_cyrus.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + close_relative_opinion = 10 + negate_health_penalty_add = 0.1 + monthly_dynasty_prestige_mult = 0.05 + } + + province_modifier = { + monthly_income = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +########## +# Ark of Bukhara +########## + +ark_of_bukhara_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_ark_of_bukhara_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ark_of_bukhara.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + drylands_attrition_mult = -0.25 + } + + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.1 + hostile_raid_time = 0.25 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +########## +# Shah-i-Zinda +########## + +shah_i_zinda_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_shah_i_zindah.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_development_01 + } + } + + cost_gold = 400 + + character_modifier = { + monthly_piety = 0.1 + learning_per_stress_level = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = shah_i_zinda_02 + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +shah_i_zinda_02 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_ruins_of_ctesiphon.dds" + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + + cost_gold = 800 + + character_modifier = { + monthly_piety_gain_per_happy_powerful_vassal_add = 0.1 + clan_government_opinion_same_faith = 5 + learning_per_stress_level = 1 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + development_growth_factor = 0.1 + development_growth = 0.2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # religious tomb +} + +########## +# Alamut Castle +########## + +alamut_castle_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_alamut_castle.dds" + + can_construct_potential = { + } + + cost_gold = 400 + + province_modifier = { + travel_danger = -30 + hostile_raid_time = 2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + fort_level = good_building_fort_level_tier_3 + } + + county_modifier = { + defender_holding_advantage = 2 + monthly_county_control_growth_add = 0.5 + } + + character_modifier = { + monthly_county_control_growth_factor = 0.2 + monthly_piety = 0.2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + next_building = alamut_castle_02 + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +alamut_castle_02 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + can_construct = { + scope:holder = { + employs_court_position = master_assassin_court_position + } + } + + cost_gold = 600 + cost_piety = 400 + + character_modifier = { + max_hostile_schemes_add = 1 + monthly_piety = 0.5 + learning = 1 + monthly_county_control_growth_factor = 0.2 + } + + province_modifier = { + travel_danger = -50 + hostile_raid_time = 3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + fort_level = good_building_fort_level_tier_4 + } + + county_modifier = { + defender_holding_advantage = 4 + monthly_county_control_growth_add = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} + +assassin_castle_01 = { + + asset = { + type = pdxmesh + name = "fp3_building_special_alamut_castle_01_a_mesh" + } + + construction_time = very_slow_construction_time + + type_icon = "icon_structure_hotin_fortress.dds" + + cost_gold = 600 + cost_piety = 400 + + character_modifier = { + max_hostile_schemes_add = 1 + monthly_piety = 0.5 + learning = 1 + monthly_county_control_growth_factor = 0.2 + } + + province_modifier = { + travel_danger = -50 + hostile_raid_time = 3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + fort_level = good_building_fort_level_tier_4 + } + + county_modifier = { + defender_holding_advantage = 4 + monthly_county_control_growth_add = 1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial # fortress +} +################## +# Event Tower of Silence (typically a duchy building, this is a special for FP3 events) +################## +event_tower_of_silence_01 = { + + construction_time = very_slow_construction_time + + type_icon = "icon_building_tower_of_silence.dds" + + can_construct_potential = { + always = no + } + + cost_gold = expensive_building_tier_3_cost + + county_modifier = { + county_opinion_add = 5 + development_growth_factor = 0.10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for duchy buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious # funeral site +} + +############ EP3 ############### + +########## +# Church of the Theotokos +########## +church_of_the_theotokos = { + + asset = { + type = pdxmesh + name = "ep3_monument_parthenon_01_b_mesh" + } + type_icon = "icon_structure_parthenon_theotokos.dds" + + construction_time = slow_construction_time + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + travel_danger = -10 + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + next_building = parthenon + + flag = travel_point_of_interest_religious +} + +parthenon = { + + asset = { + type = pdxmesh + name = "ep3_monument_parthenon_01_a_mesh" + } + type_icon = "icon_structure_parthenon.dds" + + construction_time = slow_construction_time + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = faith:hellenic_pagan.religion + } + + is_enabled = { + scope:holder.faith.religion = faith:hellenic_pagan.religion + custom_description = { + text = holy_site_building_trigger + barony = { + is_holy_site_of = scope:holder.faith + } + } + } + + cost_gold = 1000 + + character_modifier = { + monthly_piety = 0.3 + monthly_dynasty_prestige_mult = 0.05 + monthly_county_control_growth_factor = 0.05 + } + + county_modifier = { + development_growth_factor = 0.2 + development_growth = 0.15 + } + + province_modifier = { + travel_danger = -10 + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hagios Demetrios +########## +hagios_demetrios = { + asset = { + type = pdxmesh + name = ep3_hagios_demetrios_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_hagios_demetrios.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.2 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 0.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Kassiopi Castle +########## +kassiopi_castle = { + construction_time = very_slow_construction_time + + type_icon = "icon_structure_kassiopi_castle.dds" + + cost_gold = 1000 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder = { + culture = { + has_innovation = innovation_battlements + } + } + } + + character_modifier = { + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 0.5 + travel_danger = -20 + development_growth_factor = 0.2 + levy_size = 0.3 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Church of St. Lazarus +########## +saint_lazarus = { + asset = { + type = pdxmesh + name = ep3_church_saint_lazarus_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_saint_lazarus.dds" + + cost_gold = 750 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + county_opinion_add = 5 + } + + province_modifier = { + monthly_income = 0.4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Sumela Monastery +########## +sumela_monastery_01 = { + asset = { + type = pdxmesh + name = ep3_sumela_monastery_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_sumela_monastery.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + same_faith_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + county_opinion_add = 5 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.2 + } + + next_building = sumela_monastery_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +sumela_monastery_02 = { + asset = { + type = pdxmesh + name = ep3_sumela_monastery_01_b_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_sumela_monastery.dds" + + cost_gold = 750 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.4 + monthly_county_control_growth_factor = 0.1 + same_faith_opinion = 5 + clergy_opinion = 10 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Patras Castle +########## +patras_castle = { + asset = { + type = pdxmesh + name = ep3_patras_castle_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_patras_castle.dds" + + cost_gold = 1000 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 0.75 + travel_danger = -20 + development_growth_factor = 0.1 + levy_size = 0.2 + county_opinion_add = 10 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_2 + garrison_size = 0.2 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Maiden's Tower +########## +maiden_tower = { + asset = { + type = pdxmesh + name = ep3_maidens_tower_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_maiden_tower.dds" + + cost_gold = 750 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.05 + } + + county_modifier = { + hostile_raid_time = 1 + travel_danger = -25 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + fort_level = good_building_fort_level_tier_1 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + monthly_income = 2 + } + + ai_value = { + base = 100 + culture_likely_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} + +########## +# Despots' Palace at Mystras +########## +despot_palace = { + asset = { + type = pdxmesh + name = ep3_despots_palace_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_despot_palace.dds" + + cost_gold = 1200 + + can_construct_potential = { + building_requirement_tribal = no + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_primogeniture + has_cultural_pillar = heritage_byzantine + } + } + + character_modifier = { + monthly_dynasty_prestige_mult = 0.1 + powerful_vassal_opinion = 5 + monthly_prestige_gain_per_happy_powerful_vassal_add = 0.15 + courtly_opinion = 5 + parochial_opinion = 5 + legitimacy_gain_mult = 0.1 + monthly_influence = 0.2 + monthly_influence_mult = 0.3 + } + + county_modifier = { + monthly_county_control_growth_add = 0.5 + county_opinion_add = 20 + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_diplomatic +} + +########## +# Meteora +########## +meteora_01 = { + asset = { + type = pdxmesh + name = ep3_meteora_01_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_meteora.dds" + + cost_gold = 500 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.2 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + county_opinion_add = 10 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.4 + } + + next_building = meteora_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +meteora_02 = { + asset = { + type = pdxmesh + name = ep3_meteora_02_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_meteora.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.3 + monthly_county_control_growth_factor = 0.05 + clergy_opinion = 5 + parochial_opinion = 5 + zealot_opinion = 5 + zealot_tax_contribution_mult = 0.2 + zealot_levy_contribution_mult = 0.2 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.1 + county_opinion_add = 10 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Mt. Athos +########## +mount_athos_01 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 300 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + religious_vassal_opinion = 5 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.1 + tax_mult = 0.1 + } + + province_modifier = { + monthly_income = 0.1 + } + + next_building = mount_athos_02 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +mount_athos_02 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 600 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 10 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.15 + development_growth_factor = 0.15 + county_opinion_add = 5 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.3 + } + + next_building = mount_athos_03 + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +mount_athos_03 = { + asset = { + type = pdxmesh + name = ep3_athos_monasteries_01_b_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_mount_athos.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + is_enabled = { + scope:holder.faith = faith:orthodox + } + + character_modifier = { + monthly_piety = 0.4 + cultural_head_fascination_mult = 0.10 + faith_creation_piety_cost_mult = -0.2 + religious_vassal_opinion = 10 + zealot_opinion = 10 + clergy_opinion = 10 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + county_opinion_add = 10 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 0.4 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Sant'Apollinare Nuovo +########## +apollinare_nuovo = { + asset = { + type = pdxmesh + name = ep3_basilica_sant_apollinare_nuovo_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_apollinare_nuovo.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 5 + monthly_county_control_growth_factor = 0.1 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.25 + development_growth_factor = 0.25 + county_opinion_add = 10 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 0.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Saint Chatherine's Monastery +########## +saint_catherine = { + asset = { + type = pdxmesh + name = ep3_saint_catherine_monastery_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_saint_catherine.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + monthly_county_control_growth_factor = 0.2 + monthly_lifestyle_xp_gain_mult = 0.10 + cultural_head_fascination_mult = 0.10 + zealot_opinion = 5 + clergy_opinion = 5 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + tax_mult = 0.3 + } + + province_modifier = { + monthly_income = 1 + fort_level = good_building_fort_level_tier_1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Jvari Monastery +########## +jvari_monastery = { + asset = { + type = pdxmesh + name = ep3_jvari_monastery_01_a_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_jvari_monastery.dds" + + cost_gold = 700 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 10 + monthly_county_control_growth_factor = 0.1 + } + + county_modifier = { + development_growth = 0.1 + development_growth_factor = 0.15 + tax_mult = 0.3 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Etchmiadzin Cathedral +########## +etchmiadzin_cathedral = { + asset = { + type = pdxmesh + name = ep3_etchmiadzin_cathedral_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_etchmiadzin_cathedral.dds" + + cost_gold = 1000 + + can_construct = { + + } + + is_enabled = { + scope:holder.faith = faith:armenian_apostolic + } + + character_modifier = { + monthly_piety = 0.4 + religious_vassal_opinion = 10 + zealot_opinion = 10 + clergy_opinion = 10 + monthly_dynasty_prestige_mult = 0.05 + same_faith_opinion = 5 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.15 + tax_mult = 0.3 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Cattolica di Stilo +########## +cattolica_stilo = { + asset = { + type = pdxmesh + name = ep3_cattolica_di_stilo_mesh + } + construction_time = slow_construction_time + + type_icon = "icon_structure_cattolica_stilo.dds" + + cost_gold = 750 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.5 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 5 + holy_order_hire_cost_mult = -0.15 + } + + county_modifier = { + development_growth = 0.15 + development_growth_factor = 0.15 + tax_mult = 0.1 + county_opinion_add = 10 + } + + province_modifier = { + monthly_income = 0.2 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Hosios Loukas +########## +hosios_loukas = { + construction_time = slow_construction_time + + type_icon = "icon_structure_hosios_loukas.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.2 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 5 + monthly_prestige = 0.3 + monthly_influence = 0.2 + negate_health_penalty_add = 0.05 + } + + county_modifier = { + development_growth = 0.2 + development_growth_factor = 0.2 + tax_mult = 0.4 + } + + province_modifier = { + monthly_income = 1 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Church of Saint Sophia, Ohrid +########## +sofia_ohrid = { + asset = { + type = pdxmesh + name = ep3_church_saint_sophia_ohrid_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_sofia_ohrid.dds" + + cost_gold = 1000 + + can_construct = { + scope:holder.faith.religion = religion:christianity_religion + } + + is_enabled = { + scope:holder.faith.religion = religion:christianity_religion + } + + character_modifier = { + monthly_piety = 0.3 + religious_vassal_opinion = 5 + zealot_opinion = 5 + clergy_opinion = 10 + monthly_county_control_growth_factor = 0.05 + monthly_dynasty_prestige_mult = 0.05 + } + + county_modifier = { + development_growth = 0.3 + development_growth_factor = 0.3 + tax_mult = 0.2 + } + + province_modifier = { + monthly_income = 0.5 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_religious +} + +########## +# Fairy Chimneys +########## +fairy_chimneys = { + asset = { + type = pdxmesh + name = ep3_fairy_chimneys_01_a_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_fairy_chimneys.dds" + + can_construct_potential = { + + } + + is_enabled = { + + } + + cost_gold = 250 + + county_modifier = { + development_growth_factor = 0.1 + development_growth = 0.2 + hostile_raid_time = 0.5 + defender_holding_advantage = 5 + } + + province_modifier = { + garrison_size = 0.1 + levy_size = 0.1 + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Cilician Gates +########## +cilician_gates = { + asset = { + type = pdxmesh + name = ep3_cilician_gates_mesh + } + construction_time = very_slow_construction_time + + type_icon = "icon_structure_cilician_gates.dds" + + can_construct_potential = { + + } + + is_enabled = { + + } + + cost_gold = 500 + + character_modifier = { + monthly_dynasty_prestige_mult = 0.05 + monthly_influence = 0.1 + monthly_influence_mult = 0.1 + } + + county_modifier = { + hostile_raid_time = 1 + defender_holding_advantage = 5 + monthly_county_control_growth_add = 0.5 + fort_level = good_building_fort_level_tier_1 + } + + province_modifier = { + travel_danger = -10 + } + + ai_value = { + base = 100 + modifier = { # Fill all building slots before going for special buildings + factor = 0 + free_building_slots > 0 + } + } + + type = special + + flag = travel_point_of_interest_martial +} diff --git a/common/buildings/00_special_mines.txt b/common/buildings/00_special_mines.txt new file mode 100644 index 00000000..80a61744 --- /dev/null +++ b/common/buildings/00_special_mines.txt @@ -0,0 +1,5540 @@ +########## +# Generic Mines +########## +### Copper ### +generic_copper_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_generic_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.04 + development_growth_factor = 0.025 + } + + next_building = generic_copper_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_copper_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_generic_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.08 + development_growth_factor = 0.05 + } + + next_building = generic_copper_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_copper_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_generic_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.12 + development_growth_factor = 0.1 + } + + next_building = generic_copper_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_copper_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.16 + development_growth_factor = 0.15 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +### Silver ### +generic_silver_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_generic_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + development_growth_factor = 0.04 + } + + next_building = generic_silver_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_silver_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_generic_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.08 + } + + next_building = generic_silver_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_silver_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_generic_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.12 + } + + next_building = generic_silver_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_silver_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_generic_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.16 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +### Gold ### +generic_gold_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = gold_mine_generic_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + development_growth_factor = 0.04 + } + + next_building = generic_gold_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_gold_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = gold_mine_generic_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.08 + } + + next_building = generic_gold_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_gold_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = gold_mine_generic_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.12 + } + + next_building = generic_gold_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +generic_gold_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = gold_mine_generic_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.16 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Rammelsberg Mines +########## + +rammelsberg_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.05 + } + + next_building = rammelsberg_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +rammelsberg_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.25 + development_growth_factor = 0.1 + } + + next_building = rammelsberg_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +rammelsberg_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.15 + } + + next_building = rammelsberg_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +rammelsberg_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.35 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Kutna Hora Mines +########## + +kutna_hora_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.05 + } + + next_building = kutna_hora_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kutna_hora_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.1 + } + + next_building = kutna_hora_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kutna_hora_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.20 + development_growth_factor = 0.15 + } + + next_building = kutna_hora_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kutna_hora_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.25 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Kremnica Mines +########## + +kremnica_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + + next_building = kremnica_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kremnica_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = kremnica_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kremnica_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = kremnica_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kremnica_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Falun Mines +########## + +falun_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + levy_size = 0.1 + development_growth_factor = 0.05 + } + + next_building = falun_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +falun_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + next_building = falun_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +falun_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.3 + development_growth_factor = 0.15 + } + + next_building = falun_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +falun_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + levy_size = 0.4 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Schwaz Silver Mines +########## + +schwaz_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = schwaz_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +schwaz_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = schwaz_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +schwaz_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = schwaz_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +schwaz_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Argentiera Silver Mines +########## + +argentiera_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = argentiera_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +argentiera_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = argentiera_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +argentiera_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = argentiera_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +argentiera_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Kollur Diamond Mines +########## + +kollur_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.1 + } + + next_building = kollur_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kollur_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.25 + development_growth_factor = 0.15 + } + + next_building = kollur_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kollur_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + next_building = kollur_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +kollur_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.35 + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Siderokausia Silver Mines +########## + +siderokausia_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = siderokausia_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +siderokausia_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = siderokausia_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +siderokausia_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = siderokausia_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +siderokausia_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +########## +# Malinese Gold Mines +########## + +mali_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.05 + development_growth = 0.1 + } + + next_building = mali_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +mali_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.25 + development_growth_factor = 0.1 + development_growth = 0.15 + } + + next_building = mali_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +mali_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.15 + development_growth = 0.2 + } + + next_building = mali_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +mali_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.35 + development_growth_factor = 0.2 + development_growth = 0.3 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +#Iron + +############################## +# Konasamudram Iron Mines +############################## + +konasamudram_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + has_innovation = innovation_wootz_steel + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + levy_size = 0.1 + development_growth_factor = 0.05 + } + + next_building = konasamudram_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +konasamudram_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + has_innovation = innovation_wootz_steel + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + next_building = konasamudram_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +konasamudram_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.3 + development_growth_factor = 0.15 + } + + next_building = konasamudram_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +konasamudram_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + levy_size = 0.4 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Forest of Dean Iron Mines +############################## + +dean_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + #Offa's Dyke + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + county_modifier = { + tax_mult = 0.05 + levy_size = 0.1 + development_growth_factor = 0.05 + } + + next_building = dean_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +dean_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + #Offa's Dyke + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + next_building = dean_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +dean_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + #Offa's Dyke + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.3 + development_growth_factor = 0.15 + } + + next_building = dean_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +dean_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + #Offa's Dyke + defender_holding_advantage = 5 + stationed_maa_toughness_mult = 0.05 + } + county_modifier = { + tax_mult = 0.20 + levy_size = 0.4 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +#Copper & Zinc + +############################## +# Zawar Zinc and Copper Mines +############################## + +zawar_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = zawar_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +zawar_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = zawar_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +zawar_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = zawar_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +zawar_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Takkeda Copper Mines +############################## + +takkeda_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + levy_size = 0.1 + development_growth_factor = 0.05 + } + + next_building = takkeda_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +takkeda_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + next_building = takkeda_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +takkeda_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.3 + development_growth_factor = 0.15 + } + + next_building = takkeda_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +takkeda_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + levy_size = 0.4 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Khetri Copper Mines +############################## + +khetri_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + levy_size = 0.1 + development_growth_factor = 0.05 + } + + next_building = khetri_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +khetri_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + next_building = khetri_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +khetri_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.3 + development_growth_factor = 0.15 + } + + next_building = khetri_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +khetri_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + levy_size = 0.4 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +#Salt + +############################## +# Taghaza Salt Mines +############################## + +taghaza_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + development_growth_factor = 0.05 + } + character_modifier = { + levy_maintenance = -0.04 + supply_limit_mult = 0.05 + } + + next_building = taghaza_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +taghaza_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.1 + } + character_modifier = { + levy_maintenance = -0.08 + supply_limit_mult = 0.1 + } + + next_building = taghaza_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +taghaza_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.15 + } + character_modifier = { + levy_maintenance = -0.12 + supply_limit_mult = 0.15 + } + + next_building = taghaza_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +taghaza_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + development_growth_factor = 0.2 + } + character_modifier = { + levy_maintenance = -0.16 + supply_limit_mult = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Ijil Salt Mines +############################## + +ijil_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + development_growth_factor = 0.05 + } + character_modifier = { + levy_maintenance = -0.04 + supply_limit_mult = 0.05 + } + + next_building = ijil_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +ijil_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.1 + } + character_modifier = { + levy_maintenance = -0.08 + supply_limit_mult = 0.1 + } + + next_building = ijil_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +ijil_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.15 + } + character_modifier = { + levy_maintenance = -0.12 + supply_limit_mult = 0.15 + } + + next_building = ijil_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +ijil_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + development_growth_factor = 0.2 + } + character_modifier = { + levy_maintenance = -0.16 + supply_limit_mult = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Turda Salt Mines +############################## + +turda_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + show_disabled = yes + + can_construct = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + development_growth_factor = 0.05 + } + character_modifier = { + levy_maintenance = -0.04 + supply_limit_mult = 0.05 + } + + next_building = turda_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +turda_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.1 + } + character_modifier = { + levy_maintenance = -0.08 + supply_limit_mult = 0.1 + } + + next_building = turda_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +turda_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.15 + } + character_modifier = { + levy_maintenance = -0.12 + supply_limit_mult = 0.15 + } + + next_building = turda_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +turda_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + development_growth_factor = 0.2 + } + character_modifier = { + levy_maintenance = -0.16 + supply_limit_mult = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +#Alum + +############################## +# Phocaea Alum Mines +############################## + +phocaea_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + levy_size = 0.1 + development_growth_factor = 0.05 + } + + next_building = phocaea_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +phocaea_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + levy_size = 0.2 + development_growth_factor = 0.1 + } + + next_building = phocaea_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +phocaea_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + levy_size = 0.3 + development_growth_factor = 0.15 + } + + next_building = phocaea_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +phocaea_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.20 + levy_size = 0.4 + development_growth_factor = 0.2 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + + +#Silver + +######################################## +# Pansjhir Silver and Emerald Mines +######################################## + +pansjhir_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = pansjhir_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +pansjhir_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = pansjhir_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +pansjhir_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = pansjhir_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +pansjhir_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +#################### +# Trepca Mines +#################### + +trepca_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = trepca_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +trepca_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = trepca_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +trepca_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = trepca_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +trepca_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +#################### +# Rudnik Mines +#################### + +rudnik_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = rudnik_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +rudnik_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = rudnik_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +rudnik_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = rudnik_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +rudnik_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + + +############################## +# Cevennes Silver Mines +############################## + +cevennes_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = cevennes_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +cevennes_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = cevennes_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +cevennes_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = cevennes_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +cevennes_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + + +#Gold +############################## +# Wadi Al-Allaq Gold Mines +############################## + +allaq_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = allaq_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +allaq_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = allaq_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +allaq_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = allaq_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +allaq_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Verespatak Gold Mines +############################## + +verespatak_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + show_disabled = yes + + can_construct = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_currency_03 + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = verespatak_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +verespatak_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_currency_03 + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = verespatak_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +verespatak_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = verespatak_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +verespatak_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + + +#Turqouise + +######################################## +# Nishapur Turqouise Mines +######################################## + +nishapur_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + development_growth_factor = 0.1 + } + + next_building = nishapur_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +nishapur_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + development_growth_factor = 0.15 + } + + next_building = nishapur_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +nishapur_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + development_growth_factor = 0.2 + } + + next_building = nishapur_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +nishapur_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = silver_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + + +#Special Tier + +############################## +# Srebrenica Silver Mines +############################## + +srebrenica_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + show_disabled = yes + + can_construct = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_currency_03 + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.1 + } + + next_building = srebrenica_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +srebrenica_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_currency_03 + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.25 + development_growth_factor = 0.15 + } + + next_building = srebrenica_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +srebrenica_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + next_building = srebrenica_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +srebrenica_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.35 + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +############################## +# Ratanpur Gem Mines +############################## + +ratnapura_mines_01 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.1 + } + + next_building = ratnapura_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +ratnapura_mines_02 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.25 + development_growth_factor = 0.15 + } + + next_building = ratnapura_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +ratnapura_mines_03 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.3 + development_growth_factor = 0.2 + } + + next_building = ratnapura_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +ratnapura_mines_04 = { + effect_desc = mines_effect_desc + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = special_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.35 + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +####################### +# Lapis Lazuli +####################### +#FP3 -Sar-i Sang Lapiz Lasuli Mines + +sar_i_sang_mines_01 = { + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_innovation = innovation_crop_rotation + } + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_1 + } + county_modifier = { + tax_mult = 0.05 + development_growth_factor = 0.1 + } + + next_building = sar_i_sang_mines_02 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +sar_i_sang_mines_02 = { + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_innovation = innovation_manorialism + } + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_2 + } + county_modifier = { + tax_mult = 0.1 + development_growth_factor = 0.15 + } + + next_building = sar_i_sang_mines_03 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +sar_i_sang_mines_03 = { + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_innovation = innovation_windmills + } + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_3 + } + county_modifier = { + tax_mult = 0.15 + development_growth_factor = 0.2 + } + + next_building = sar_i_sang_mines_04 + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + +sar_i_sang_mines_04 = { + + asset = { + type = pdxmesh + name = "building_special_mines_mesh" + } + + construction_time = slow_construction_time + + type_icon = "icon_structure_mines.dds" + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + culture = { + has_innovation = innovation_cranes + } + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = copper_mine_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = high_maa_siege_value_tier_4 + } + county_modifier = { + tax_mult = 0.2 + development_growth_factor = 0.25 + } + + ai_value = { + base = 100 + } + + type = special + + flag = travel_point_of_interest_economic +} + diff --git a/common/buildings/00_standard_economy_buildings.txt b/common/buildings/00_standard_economy_buildings.txt new file mode 100644 index 00000000..620ca9c1 --- /dev/null +++ b/common/buildings/00_standard_economy_buildings.txt @@ -0,0 +1,8143 @@ +############################## +# Standard Economy Buildings # +############################## + +# Tradeports - Normal Tax, Development +# Cattle Pastures - Poor Tax, Normal Levy, Supply Limit +# Hunting Grounds - Poor Tax, Small Levy, Defensive Advantage +# Orchards - Normal Tax, Small Levy, Development +# Farm Estates - Massive Tax +# Cereal Fields - Large Tax, Mixed Bonuses +# Logging Camps - Normal Tax, Normal Build Speed +# Peat Quarries - Normal Tax, Poor Build Speed +# Hill Farms - Normal Tax, Defensive Advantage +# Elephant Pens - Normal Tax, Elephant Cavalry +# Plantations - Normal Tax +# Quarries - Poor Tax, Poor Build Speed +# Caravanserai - Late Game Building - Massive Tax, Defender Advantage, Dev Growth % and flat value, MaA maintenance and Merc hire cost +# Windmills - Late Game Building - Massive Tax, Supply Limit, Holding Taxes, Dev Growth % and flat value +# Watermills - Late Game Building - Massive Tax, Supply Limit, Building and Holding construction cost reduction, Holding Taxes, Dev Growth % and flat value +# Qanats - Cultural Building - Dev Growth % and flat value, Supply Limit, Travel bonus +# Murex Farms - Mediterranean Building - Influence, Dev Growth % and flat value, Tax + + +### caravanserai + +caravanserai_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + trigger_if = { + limit = { + NOR = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + culture = { + has_cultural_parameter = second_caravanserai + } + } + } + is_county_capital = yes + } + trigger_else_if = { + limit = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + NOT = { + culture = { + has_cultural_parameter = second_caravanserai + } + } + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = watermills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + } + } + trigger_else_if = { + limit = { + culture = { + has_cultural_parameter = second_caravanserai + } + NOT = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + } + } + OR = { + is_county_capital = yes + AND = { + county = { + any_county_province = { + count < 2 + has_building_or_higher = caravanserai_01 + } + } + } + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + culture = { + has_cultural_parameter = second_caravanserai + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = watermills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + AND = { + county = { + any_county_province = { + count < 2 + has_building_or_higher = caravanserai_01 + } + } + } + } + + } + } + show_disabled = yes + + can_construct = { + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + defender_holding_advantage = normal_building_advantage_tier_1 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_1 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_1 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_1 + development_growth = normal_building_development_growth_tier_1 + travel_danger = -1 + } + + next_building = caravanserai_02 + + type_icon = "icon_building_caravanserai.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + } +} + +caravanserai_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct = { + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + defender_holding_advantage = normal_building_advantage_tier_2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_2 + development_growth = normal_building_development_growth_tier_2 + travel_danger = -2 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_2 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_2 + } + + next_building = caravanserai_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +caravanserai_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + defender_holding_advantage = normal_building_advantage_tier_3 + hostile_raid_time = 0.2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_3 + development_growth = normal_building_development_growth_tier_3 + travel_danger = -3 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_3 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_3 + } + + next_building = caravanserai_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_04 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + defender_holding_advantage = normal_building_advantage_tier_4 + hostile_raid_time = 0.4 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_4 + development_growth = normal_building_development_growth_tier_4 + travel_danger = -4 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_4 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_4 + } + + next_building = caravanserai_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_05 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + defender_holding_advantage = normal_building_advantage_tier_5 + hostile_raid_time = 0.6 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_5 + development_growth = normal_building_development_growth_tier_5 + travel_danger = -5 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_5 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_5 + } + + next_building = caravanserai_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_06 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + defender_holding_advantage = normal_building_advantage_tier_6 + hostile_raid_time = 0.8 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_6 + development_growth = normal_building_development_growth_tier_6 + travel_danger = -6 + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_6 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_6 + #small artifact quality bonus if TIT-40761 gets implemented + } + + next_building = caravanserai_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_07 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + defender_holding_advantage = normal_building_advantage_tier_7 + hostile_raid_time = 1 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_7 + development_growth = normal_building_development_growth_tier_7 + travel_danger = -7 + #small artifact quality bonus if TIT-40761 gets implemented + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_7 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_7 + } + + next_building = caravanserai_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +caravanserai_08 = { + construction_time = slow_construction_time + effect_desc = caravanserai_effects_desc + + can_construct_potential = { + building_caravanserai_requirement_terrain = yes + } + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + defender_holding_advantage = normal_building_advantage_tier_8 + hostile_raid_time = 1.2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_8 + development_growth = normal_building_development_growth_tier_8 + travel_danger = -8 + #small artifact quality bonus if TIT-40761 gets implemented + } + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_8 + mercenary_hire_cost_mult = normal_building_maa_maintenance_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### watermills + +watermills_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + } + } + is_county_capital = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = windmills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + + } + } + } + show_disabled = yes + + can_construct = { + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + supply_limit_mult = 0.1 + holding_build_gold_cost = -0.05 + build_gold_cost = -0.05 + } + + county_modifier = { + development_growth = good_building_development_growth_tier_1 + } + + next_building = watermills_02 + + type_icon = "icon_building_watermills.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + + modifier = { + factor = 10 + has_building_or_higher = windmills_01 + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + } +} + +watermills_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + supply_limit_mult = 0.2 + holding_build_gold_cost = -0.10 + build_gold_cost = -0.10 + } + + county_modifier = { + development_growth = good_building_development_growth_tier_2 + } + + next_building = watermills_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +watermills_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + OR = { + AND = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + supply_limit_mult = 0.3 + holding_build_gold_cost = -0.14 + build_gold_cost = -0.14 + } + + county_modifier = { + development_growth = good_building_development_growth_tier_3 + development_growth_factor = normal_building_development_growth_factor_tier_1 + tax_mult = normal_building_tax_mult_tier_1 + } + + next_building = watermills_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_watermills_requirement_terrain = yes + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + OR = { + AND = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + } + AND = { + has_building_or_higher = logging_camps_04 + culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + supply_limit_mult = 0.4 + holding_build_gold_cost = -0.18 + build_gold_cost = -0.18 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_2 + development_growth = good_building_development_growth_tier_4 + tax_mult = normal_building_tax_mult_tier_2 + } + + next_building = watermills_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + scope:holder.culture = { + has_innovation = innovation_windmills + } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + supply_limit_mult = 0.5 + holding_build_gold_cost = -0.22 + build_gold_cost = -0.22 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_3 + development_growth = good_building_development_growth_tier_5 + tax_mult = normal_building_tax_mult_tier_3 + } + + next_building = watermills_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + supply_limit_mult = 0.6 + holding_build_gold_cost = -0.24 + build_gold_cost = -0.24 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_4 + development_growth = good_building_development_growth_tier_6 + tax_mult = normal_building_tax_mult_tier_4 + } + + next_building = watermills_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + supply_limit_mult = 0.7 + holding_build_gold_cost = -0.26 + build_gold_cost = -0.26 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_5 + development_growth = good_building_development_growth_tier_7 + tax_mult = normal_building_tax_mult_tier_5 + } + + next_building = watermills_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +watermills_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_watermills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + supply_limit_mult = 0.8 + holding_build_gold_cost = -0.30 + build_gold_cost = -0.30 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_6 + development_growth = good_building_development_growth_tier_8 + tax_mult = normal_building_tax_mult_tier_6 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### Windmills + +windmills_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + } + } + is_county_capital = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = watermills_windmills_cities + } + OR = { + is_county_capital = yes + AND = { + NOR = { + has_building_or_higher = watermills_01 + has_building_or_higher = caravanserai_01 + } + has_building_or_higher = city_01 + } + + } + } + } + show_disabled = yes + + can_construct = { + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + tax_mult = good_building_tax_mult_tier_1 + supply_limit_mult = 0.1 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_1 + development_growth = good_building_development_growth_tier_1 + } + + next_building = windmills_02 + + type_icon = "icon_building_windmills.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + + modifier = { + factor = 10 + has_building_or_higher = watermills_01 + } + modifier = { + factor = 2 + is_coastal = yes + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + } +} + +windmills_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_manorialism + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + tax_mult = good_building_tax_mult_tier_2 + supply_limit_mult = 0.2 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_2 + development_growth = good_building_development_growth_tier_2 + } + + next_building = windmills_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +windmills_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + tax_mult = good_building_tax_mult_tier_3 + supply_limit_mult = 0.3 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_3 + development_growth = good_building_development_growth_tier_3 + } + + next_building = windmills_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + OR = { + building_windmills_requirement_terrain = yes + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + OR = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + has_innovation = innovation_windmills + } + AND = { + has_building_or_higher = hill_farms_04 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + tax_mult = good_building_tax_mult_tier_4 + supply_limit_mult = 0.4 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_4 + development_growth = good_building_development_growth_tier_4 + } + + next_building = windmills_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + scope:holder.culture = { + has_innovation = innovation_windmills + } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + tax_mult = good_building_tax_mult_tier_5 + supply_limit_mult = 0.5 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_5 + development_growth = good_building_development_growth_tier_5 + } + + next_building = windmills_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + tax_mult = good_building_tax_mult_tier_6 + supply_limit_mult = 0.6 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_6 + development_growth = good_building_development_growth_tier_6 + } + + next_building = windmills_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + tax_mult = good_building_tax_mult_tier_7 + supply_limit_mult = 0.7 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_7 + development_growth = good_building_development_growth_tier_7 + } + + next_building = windmills_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +windmills_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_windmills_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = next_level_w_mills + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + tax_mult = good_building_tax_mult_tier_8 + supply_limit_mult = 0.8 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_8 + development_growth = good_building_development_growth_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### Trade Port + +common_tradeport_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + trigger_if = { # Sometimes tribals can into botes + limit = { + NOT = { + culture = { + has_cultural_parameter = trade_ports_enabled_for_tribals + } + } + } + + building_requirement_castle_city_church = { LEVEL = 01 } + } + trigger_else = { + OR = { + has_building_or_higher = tribe_01 + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + } + + can_construct_showing_failures_only = { + # building_requirement_tribal = no + + } + + + cost_gold = normal_building_tier_1_cost + + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.1 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.02 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = common_tradeport_02 + + type_icon = "icon_building_tradeport.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + + modifier = { + add = 5 + culture = { + has_cultural_parameter = trade_ports_enabled_for_tribals + } + } + modifier = { + add = 5 + culture = { + has_cultural_parameter = trade_ports_stationed_maa_bonus + } + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + + } +} + +common_tradeport_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + + + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = trade_ports_enabled_for_tribals + } + } + + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + trigger_else = { + OR = { + has_building_or_higher = tribe_01 + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_crop_rotation + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_trade_ports + + } + + } + + } + + can_construct_showing_failures_only = { + # building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.1 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.1 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.04 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + next_building = common_tradeport_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +common_tradeport_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + is_enabled = { + building_requirement_tribal = no + } + + can_construct_showing_failures_only = { + # building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.15 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.15 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.06 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + next_building = common_tradeport_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_innovation = innovation_crop_rotation + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.2 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.15 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.08 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 1 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + next_building = common_tradeport_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + county_modifier = { + development_growth_factor = 0.25 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.2 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.1 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 1 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_5 + } + + next_building = common_tradeport_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + county_modifier = { + development_growth_factor = 0.3 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.2 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.12 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 2 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_6 + } + + next_building = common_tradeport_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_cranes + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + county_modifier = { + development_growth_factor = 0.35 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.25 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.14 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 2 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_7 + } + + next_building = common_tradeport_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +common_tradeport_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_common_tradeport_requirement_terrain = yes + } + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_trade_ports + } + } + } + culture = { + has_innovation = innovation_cranes + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_innovation = innovation_guilds + } + culture = { + has_cultural_parameter = next_level_trade_ports + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + county_modifier = { + development_growth_factor = 0.4 + } + + county_culture_modifier = { + parameter = trade_ports_give_control_growth + monthly_county_control_growth_add = 0.25 + } + province_culture_modifier = { + parameter = trade_ports_give_levies + levy_size = 0.16 + } + character_culture_modifier = { + parameter = trade_ports_give_levies + men_at_arms_limit = 3 + } + province_culture_modifier = { + parameter = trade_ports_stationed_maa_bonus + stationed_maa_toughness_mult = normal_maa_toughness_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### Pastures + +pastures_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + show_disabled = yes + + cost_gold = normal_building_tier_1_cost + + levy = small_building_levy_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_1 + supply_limit = normal_building_supply_limit_tier_1 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.01 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_1 + tax_mult = 0.01 + levy_size = 0.01 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.01 + levy_size = 0.01 + } + + next_building = pastures_02 + + type_icon = "icon_building_pastures.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_pasture_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 4 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } +} + +pastures_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = small_building_levy_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_2 + supply_limit = normal_building_supply_limit_tier_2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.02 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_2 + tax_mult = 0.01 + levy_size = 0.01 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.01 + levy_size = 0.01 + } + + next_building = pastures_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +pastures_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = small_building_levy_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + supply_limit = normal_building_supply_limit_tier_3 + levy_reinforcement_rate = 0.1 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.03 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_3 + tax_mult = 0.02 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + levy_size = 0.02 + } + + next_building = pastures_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = small_building_levy_tier_4 + province_modifier = { + monthly_income = normal_building_tax_tier_4 + supply_limit = normal_building_supply_limit_tier_4 + levy_reinforcement_rate = 0.1 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.04 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_4 + tax_mult = 0.02 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + levy_size = 0.02 + } + + next_building = pastures_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = small_building_levy_tier_5 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + supply_limit = normal_building_supply_limit_tier_5 + levy_reinforcement_rate = 0.1 + garrison_size = 0.05 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.05 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_5 + tax_mult = 0.03 + levy_size = 0.03 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + levy_size = 0.03 + } + county_modifier = { + development_growth_factor = 0.02 + } + + next_building = pastures_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = small_building_levy_tier_6 + province_modifier = { + monthly_income = normal_building_tax_tier_6 + supply_limit = normal_building_supply_limit_tier_6 + levy_reinforcement_rate = 0.1 + garrison_size = 0.05 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.06 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_6 + tax_mult = 0.03 + levy_size = 0.03 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + levy_size = 0.03 + } + + next_building = pastures_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = small_building_levy_tier_7 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + supply_limit = normal_building_supply_limit_tier_7 + levy_reinforcement_rate = 0.1 + garrison_size = 0.05 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.07 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_7 + tax_mult = 0.04 + levy_size = 0.04 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + levy_size = 0.04 + } + + next_building = pastures_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +pastures_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = small_building_levy_tier_8 + province_modifier = { + monthly_income = normal_building_tax_tier_8 + supply_limit = normal_building_supply_limit_tier_8 + levy_reinforcement_rate = 0.15 + garrison_size = 0.05 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + character_culture_modifier = { + parameter = pastures_building_bonuses + light_cavalry_maintenance_mult = -0.08 + } + province_culture_modifier = { + parameter = pastures_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_8 + tax_mult = 0.04 + levy_size = 0.04 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + levy_size = 0.04 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### hunting_grounds + +hunting_grounds_01 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_1_cost + + levy = poor_building_levy_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + monthly_income = poor_building_tax_tier_1 + hostile_raid_time = 0.1 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.01 + archers_recruitment_cost_mult = -0.01 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_archers_toughness_mult = low_maa_toughness_tier_1 + } + + next_building = hunting_grounds_02 + + type_icon = "icon_building_hunting_grounds.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_hunting_grounds_improvement_from_culture_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + } +} + +hunting_grounds_02 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_2_cost + + levy = poor_building_levy_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + monthly_income = poor_building_tax_tier_2 + hostile_raid_time = 0.2 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.02 + archers_recruitment_cost_mult = -0.02 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_archers_toughness_mult = low_maa_toughness_tier_2 + } + + next_building = hunting_grounds_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hunting_grounds_03 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_3_cost + + levy = poor_building_levy_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + monthly_income = poor_building_tax_tier_3 + hostile_raid_time = 0.3 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.02 + archers_recruitment_cost_mult = -0.02 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_archers_toughness_mult = low_maa_toughness_tier_3 + } + + next_building = hunting_grounds_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_04 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_4_cost + + levy = poor_building_levy_tier_4 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + monthly_income = poor_building_tax_tier_4 + hostile_raid_time = 0.4 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_archers_toughness_mult = low_maa_toughness_tier_4 + } + + next_building = hunting_grounds_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_05 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_5_cost + + levy = poor_building_levy_tier_5 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_5 + monthly_income = poor_building_tax_tier_5 + hostile_raid_time = 0.5 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_5 + stationed_archers_toughness_mult = low_maa_toughness_tier_5 + } + + + next_building = hunting_grounds_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_06 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_6_cost + + levy = poor_building_levy_tier_6 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_6 + monthly_income = poor_building_tax_tier_6 + hostile_raid_time = 0.6 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_6 + stationed_archers_toughness_mult = low_maa_toughness_tier_6 + } + + + next_building = hunting_grounds_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_07 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_7_cost + + levy = poor_building_levy_tier_7 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_7 + monthly_income = poor_building_tax_tier_7 + hostile_raid_time = 0.7 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.04 + archers_recruitment_cost_mult = -0.04 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_7 + stationed_archers_toughness_mult = low_maa_toughness_tier_7 + } + + + county_modifier = { + development_growth_factor = 0.02 + } + + next_building = hunting_grounds_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hunting_grounds_08 = { + construction_time = quick_construction_time + effect_desc = hunting_grounds_desc + + can_construct_potential = { + building_hunting_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + scope:holder.culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + culture = { + NOT = { + has_cultural_parameter = vegetarian_building_ban + } + } + } + + show_disabled = yes + + cost_gold = cheap_building_tier_8_cost + + levy = poor_building_levy_tier_8 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_8 + monthly_income = poor_building_tax_tier_8 + hostile_raid_time = 0.8 + } + + character_modifier = { + men_at_arms_maintenance = -0.01 + } + + character_culture_modifier = { + parameter = hunting_archery_building_bonuses + archers_maintenance_mult = -0.04 + archers_recruitment_cost_mult = -0.04 + } + + province_culture_modifier = { + parameter = hunting_archery_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_8 + stationed_archers_toughness_mult = low_maa_toughness_tier_8 + } + + + county_modifier = { + development_growth_factor = 0.02 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### orchards + +orchards_01 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + levy = small_building_levy_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.05 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.01 + } + + next_building = orchards_02 + + type_icon = "icon_building_orchards.dds" + + ai_value = { + base = 15 # Significantly higher than normal, they're just that good + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_orchard_improvement_from_culture_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 2 + culture = { + has_cultural_parameter = vegetarian_fruit_orchard_allowed + } + } + } +} + +orchards_02 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = small_building_levy_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_2 + levy_reinforcement_rate = 0.1 + } + county_modifier = { + development_growth_factor = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + + next_building = orchards_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +orchards_03 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = small_building_levy_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.15 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + supply_limit_mult = 0.1 + } + + next_building = orchards_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_04 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = small_building_levy_tier_4 + province_modifier = { + monthly_income = normal_building_tax_tier_4 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.2 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + supply_limit_mult = 0.1 + } + + next_building = orchards_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_05 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = small_building_levy_tier_5 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.25 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + supply_limit_mult = 0.1 + } + + next_building = orchards_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_06 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = small_building_levy_tier_6 + province_modifier = { + monthly_income = normal_building_tax_tier_6 + supply_limit = 1000 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.3 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + supply_limit_mult = 0.1 + } + + next_building = orchards_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_07 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = small_building_levy_tier_7 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + supply_limit = 1000 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.35 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + supply_limit_mult = 0.1 + } + character_modifier = { + monthly_prestige = 0.1 + } + + next_building = orchards_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +orchards_08 = { + construction_time = standard_construction_time + effect_desc = orchards_effect_desc + + can_construct_potential = { + building_orchards_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = small_building_levy_tier_8 + province_modifier = { + monthly_income = normal_building_tax_tier_8 + supply_limit = 1000 + levy_reinforcement_rate = 0.1 + supply_limit_mult = 0.1 + } + county_modifier = { + development_growth_factor = 0.4 + levy_size = 0.02 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + supply_limit_mult = 0.1 + } + character_modifier = { + monthly_prestige = 0.1 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### farm estates + +farm_estates_01 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_farm_estates_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 2 + } + + next_building = farm_estates_02 + + type_icon = "icon_building_farm_estates.dds" + + ai_value = { + base = 15 # Significantly higher than normal, they're just that good + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_farm_estate_improvement_from_culture_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + } +} + +farm_estates_02 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + building_farm_estates_requirement_terrain = yes + } + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_2 + supply_limit_mult = 0.15 + supply_limit = 500 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 4 + } + + next_building = farm_estates_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +farm_estates_03 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_farm_estates_requirement_terrain = yes + } + + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_3 + supply_limit_mult = 0.15 + supply_limit = 500 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + } + + county_modifier = { + development_growth_factor = 0.02 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 6 + } + + next_building = farm_estates_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_04 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + OR = { + AND = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_farm_estates_requirement_terrain = yes + } + + AND = { + has_building_or_higher = pastures_04 + culture = { + has_cultural_parameter = farm_estates_pastures_unlock + } + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_4 + supply_limit_mult = 0.15 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + } + + county_modifier = { + development_growth_factor = 0.02 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 8 + } + + next_building = farm_estates_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_05 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + custom_description = { + text = TERRAIN_NOT_FARMLANDS + terrain = farmlands + } + + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_5 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + development_growth_factor = 0.02 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 10 + } + + next_building = farm_estates_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_06 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + terrain = farmlands + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_6 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + development_growth_factor = 0.05 + tax_mult = 0.01 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 12 + } + + next_building = farm_estates_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_07 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + terrain = farmlands + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_7 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + } + + county_modifier = { + development_growth_factor = 0.05 + tax_mult = 0.01 + monthly_county_control_growth_add = 0.2 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 14 + } + + next_building = farm_estates_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +farm_estates_08 = { + construction_time = slow_construction_time + effect_desc = farm_estates_effect_desc + + can_construct_potential = { + building_farm_estates_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + terrain = farmlands + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = excellent_building_tax_tier_8 + supply_limit_mult = 0.15 + levy_size = 0.05 + supply_limit = 1000 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + } + county_modifier = { + development_growth_factor = 0.05 + tax_mult = 0.02 + monthly_county_control_growth_add = 0.2 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 16 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### cereal_fields + +cereal_fields_01 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = good_building_tax_tier_1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 2 + } + + next_building = cereal_fields_02 + + type_icon = "icon_building_cereal_fields.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're just that good + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 6 + county = { + has_county_modifier = fertile_desert_mountains_modifier + } + } + modifier = { + factor = 2 + AND = { + building_watermills_requirement_terrain = yes + building_windmills_requirement_terrain = yes + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + } +} + +cereal_fields_02 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = good_building_tax_tier_2 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + } + + county_modifier = { + tax_mult = 0.01 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 4 + } + + next_building = cereal_fields_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +cereal_fields_03 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = good_building_tax_tier_3 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 6 + } + + next_building = cereal_fields_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_04 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = good_building_tax_tier_4 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 8 + } + + next_building = cereal_fields_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_05 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = good_building_tax_tier_5 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_5 + stationed_maa_toughness_mult = normal_maa_toughness_tier_5 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 10 + } + + next_building = cereal_fields_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_06 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = good_building_tax_tier_6 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + } + + county_modifier = { + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + church_holding_build_gold_cost = -0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_6 + stationed_maa_toughness_mult = normal_maa_toughness_tier_6 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 12 + } + + next_building = cereal_fields_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_07 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = good_building_tax_tier_7 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + } + + county_modifier = { + levy_reinforcement_rate = 0.05 + tax_mult = 0.01 + supply_limit = 400 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + church_holding_build_gold_cost = -0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_7 + stationed_maa_toughness_mult = normal_maa_toughness_tier_7 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 14 + } + + next_building = cereal_fields_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +cereal_fields_08 = { + construction_time = standard_construction_time + effect_desc = cereal_fields_effect_desc + + can_construct_potential = { + building_cereal_fields_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = vegetarian_next_level_cereal_fields + } + scope:holder.culture = { + has_innovation = innovation_guilds + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = good_building_tax_tier_8 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.09 + } + + county_modifier = { + levy_reinforcement_rate = 0.05 + tax_mult = 0.02 + supply_limit = 1600 + development_growth_factor = 0.05 + supply_limit_mult = 0.05 + church_holding_build_gold_cost = -0.05 + } + + province_culture_modifier = { + parameter = collective_lands_farms_bonuses + stationed_maa_damage_mult = normal_maa_damage_tier_8 + stationed_maa_toughness_mult = normal_maa_toughness_tier_8 + } + + province_culture_modifier = { + parameter = brewery_farming_bonus + county_opinion_add = 16 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### logging_camps + +logging_camps_01 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + build_speed = good_building_build_speed_tier_1 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_damage_mult = low_maa_damage_tier_1 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.02 + build_gold_cost = -0.01 + } + + next_building = logging_camps_02 + + type_icon = "icon_building_logging_camps.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_logging_camp_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + modifier = { + factor = 4 + scope:holder.culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } +} + +logging_camps_02 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + build_speed = good_building_build_speed_tier_2 + } + county_modifier = { + church_holding_build_gold_cost = -0.05 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_damage_mult = low_maa_damage_tier_2 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.04 + build_gold_cost = -0.02 + } + + next_building = logging_camps_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + modifier = { + factor = 4 + scope:holder.culture = { + has_cultural_parameter = watermills_forestries_unlock + } + } + } +} + +logging_camps_03 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + build_speed = good_building_build_speed_tier_3 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_damage_mult = low_maa_damage_tier_3 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.06 + build_gold_cost = -0.03 + } + + next_building = logging_camps_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_04 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + build_speed = good_building_build_speed_tier_4 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 300 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_damage_mult = low_maa_damage_tier_4 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.08 + build_gold_cost = -0.04 + } + + next_building = logging_camps_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_05 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + build_speed = good_building_build_speed_tier_5 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 300 + tax_mult = 0.01 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_5 + stationed_skirmishers_damage_mult = low_maa_damage_tier_5 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.1 + build_gold_cost = -0.05 + } + + next_building = logging_camps_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_06 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + build_speed = good_building_build_speed_tier_6 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 600 + tax_mult = 0.01 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_6 + stationed_skirmishers_damage_mult = low_maa_damage_tier_6 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.12 + build_gold_cost = -0.06 + } + + next_building = logging_camps_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_07 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + build_speed = good_building_build_speed_tier_7 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 600 + tax_mult = 0.02 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_7 + stationed_skirmishers_damage_mult = low_maa_damage_tier_7 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.14 + build_gold_cost = -0.07 + } + + next_building = logging_camps_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +logging_camps_08 = { + construction_time = standard_construction_time + effect_desc = logging_camps_desc + + can_construct_potential = { + building_logging_camps_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + build_speed = good_building_build_speed_tier_8 + } + + character_modifier = { + army_maintenance_mult = -0.01 + } + + county_modifier = { + church_holding_build_gold_cost = -0.05 + supply_limit = 600 + tax_mult = 0.02 + development_growth_factor = 0.02 + } + province_culture_modifier = { + parameter = logging_camps_building_bonuses + stationed_archers_damage_mult = low_maa_damage_tier_8 + stationed_skirmishers_damage_mult = low_maa_damage_tier_8 + } + county_culture_modifier = { + parameter = logging_camps_building_bonuses + build_speed = -0.16 + build_gold_cost = -0.08 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### peat_quarries + +peat_quarries_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + build_speed = normal_building_build_speed_tier_1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.02 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.02 + build_gold_cost = -0.01 + } + + next_building = peat_quarries_02 + + type_icon = "icon_building_peat_quarries.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_peat_quarries_improvement_from_culture_modifier = yes + } +} + +peat_quarries_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + build_speed = normal_building_build_speed_tier_2 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.03 + } + + county_modifier = { + build_gold_cost = -0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.04 + build_gold_cost = -0.02 + } + + next_building = peat_quarries_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +peat_quarries_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + build_speed = normal_building_build_speed_tier_3 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.04 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.06 + build_gold_cost = -0.03 + } + + next_building = peat_quarries_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + build_speed = normal_building_build_speed_tier_4 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.05 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + supply_limit_mult = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.08 + build_gold_cost = -0.04 + } + + next_building = peat_quarries_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + build_speed = normal_building_build_speed_tier_5 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.06 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + supply_limit_mult = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.10 + build_gold_cost = -0.05 + } + + next_building = peat_quarries_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + build_speed = normal_building_build_speed_tier_6 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.07 + } + + county_modifier = { + build_gold_cost = -0.05 + supply_limit = 200 + supply_limit_mult = 0.05 + development_growth_factor = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.12 + build_gold_cost = -0.06 + } + + next_building = peat_quarries_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + build_speed = normal_building_build_speed_tier_7 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.08 + } + + county_modifier = { + build_gold_cost = -0.1 + supply_limit = 200 + supply_limit_mult = 0.05 + development_growth_factor = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.14 + build_gold_cost = -0.07 + } + + next_building = peat_quarries_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +peat_quarries_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_peat_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + build_speed = normal_building_build_speed_tier_8 + hostile_raid_time = 0.1 + } + province_terrain_modifier = { + parameter = coastal_agriculture_building_bonuses + is_coastal = yes + tax_mult = 0.09 + } + + county_modifier = { + build_gold_cost = -0.1 + supply_limit = 600 + supply_limit_mult = 0.05 + development_growth_factor = 0.05 + } + county_culture_modifier = { + parameter = peat_quarries_building_bonuses + build_speed = -0.16 + build_gold_cost = -0.08 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### hill_farms + +hill_farms_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.01 + counter_efficiency = 0.01 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_1 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.01 + } + + next_building = hill_farms_02 + + type_icon = "icon_building_hill_farms.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_hill_farms_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + modifier = { + factor = 4 + culture = { + has_cultural_parameter = windmills_hill_farms_unlock + } + } + } +} + +hill_farms_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + defender_holding_advantage = 1 + stationed_skirmishers_toughness_mult = 0.02 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.02 + counter_efficiency = 0.02 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_2 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.01 + } + + next_building = hill_farms_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hill_farms_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + defender_holding_advantage = 1 + stationed_skirmishers_toughness_mult = 0.02 + } + + county_modifier = { + supply_limit = 300 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.03 + counter_efficiency = 0.03 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_3 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.02 + } + + next_building = hill_farms_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 300 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.04 + counter_efficiency = 0.04 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_4 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.02 + } + + next_building = hill_farms_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.05 + counter_efficiency = 0.05 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_5 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.03 + } + + next_building = hill_farms_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.06 + counter_efficiency = 0.06 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_6 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.03 + } + + next_building = hill_farms_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 600 + supply_limit_mult = 0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.07 + counter_efficiency = 0.07 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_7 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.04 + } + + next_building = hill_farms_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +hill_farms_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_hill_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + defender_holding_advantage = 2 + stationed_skirmishers_toughness_mult = 0.04 + } + + county_modifier = { + supply_limit = 600 + supply_limit_mult = 0.02 + development_growth_factor = 0.1 + } + character_culture_modifier = { + parameter = hill_farms_building_bonuses + knight_effectiveness_mult = 0.08 + counter_efficiency = 0.08 + } + province_culture_modifier = { + parameter = hill_farms_building_bonuses + defender_holding_advantage = normal_building_advantage_tier_8 + } + county_culture_modifier = { + parameter = hill_farms_building_bonuses + levy_size = 0.04 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### elephant_pens + +elephant_pens_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + build_speed = good_building_build_speed_tier_1 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_1 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.01 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.05 + } + + next_building = elephant_pens_02 + + type_icon = "icon_building_elephant_pens.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +elephant_pens_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + build_speed = good_building_build_speed_tier_2 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_2 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.02 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.1 + } + + next_building = elephant_pens_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +elephant_pens_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + build_speed = good_building_build_speed_tier_3 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_3 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.03 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.15 + } + + next_building = elephant_pens_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + build_speed = good_building_build_speed_tier_4 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_4 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_4 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.04 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.20 + } + + next_building = elephant_pens_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + build_speed = good_building_build_speed_tier_5 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_5 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_5 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.05 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.25 + } + + next_building = elephant_pens_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + build_speed = good_building_build_speed_tier_6 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_6 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_6 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6 + } + county_modifier = { + build_gold_cost = -0.02 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.06 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.30 + } + + next_building = elephant_pens_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + build_speed = good_building_build_speed_tier_7 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_7 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_7 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7 + } + county_modifier = { + build_gold_cost = -0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.07 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.35 + } + + next_building = elephant_pens_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +elephant_pens_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_elephant_pens_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + build_speed = good_building_build_speed_tier_8 + stationed_elephant_cavalry_damage_mult = high_maa_damage_tier_8 + stationed_elephant_cavalry_toughness_mult = high_maa_toughness_tier_8 + } + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8 + } + county_modifier = { + build_gold_cost = -0.02 + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = elephant_pens_building_bonuses + elephant_cavalry_maintenance_mult = -0.08 + } + county_culture_modifier = { + parameter = elephant_pens_building_bonuses + development_growth_factor = 0.40 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### plantations + +plantations_01 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.01 + camel_cavalry_maintenance_mult = -0.01 + light_cavalry_recruitment_cost_mult = -0.01 + camel_cavalry_recruitment_cost_mult = -0.01 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_1 + } + + next_building = plantations_02 + + type_icon = "icon_building_plantations.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_plantations_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 0 + building_pastures_requirement_terrain = yes + NOT = { + has_building_or_higher = pastures_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + modifier = { + factor = 0 + has_building_or_higher = city_01 + NOT = { + has_building_or_higher = guild_halls_01 + } + } + } +} + +plantations_02 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + tax_mult = 0.01 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.02 + camel_cavalry_maintenance_mult = -0.02 + light_cavalry_recruitment_cost_mult = -0.02 + camel_cavalry_recruitment_cost_mult = -0.02 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_2 + } + + next_building = plantations_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +plantations_03 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + tax_mult = 0.01 + stationed_light_cavalry_toughness_mult = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.03 + camel_cavalry_maintenance_mult = -0.03 + light_cavalry_recruitment_cost_mult = -0.03 + camel_cavalry_recruitment_cost_mult = -0.03 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_3 + } + + next_building = plantations_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_04 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + tax_mult = 0.02 + stationed_light_cavalry_toughness_mult = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.04 + camel_cavalry_maintenance_mult = -0.04 + light_cavalry_recruitment_cost_mult = -0.04 + camel_cavalry_recruitment_cost_mult = -0.04 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_4 + } + + next_building = plantations_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_05 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + tax_mult = 0.02 + supply_limit = 200 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.05 + camel_cavalry_maintenance_mult = -0.05 + light_cavalry_recruitment_cost_mult = -0.05 + camel_cavalry_recruitment_cost_mult = -0.05 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_5 + } + + next_building = plantations_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_06 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + tax_mult = 0.02 + supply_limit = 400 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.06 + camel_cavalry_maintenance_mult = -0.06 + light_cavalry_recruitment_cost_mult = -0.06 + camel_cavalry_recruitment_cost_mult = -0.06 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_6 + } + + next_building = plantations_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_07 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + tax_mult = 0.02 + supply_limit = 400 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.07 + camel_cavalry_maintenance_mult = -0.07 + light_cavalry_recruitment_cost_mult = -0.07 + camel_cavalry_recruitment_cost_mult = -0.07 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_7 + } + + next_building = plantations_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +plantations_08 = { + construction_time = quick_construction_time + effect_desc = plantations_effect_desc + + can_construct_potential = { + building_plantations_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_8 + tax_mult = 0.02 + supply_limit = 600 + stationed_light_cavalry_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.05 + } + character_culture_modifier = { + parameter = plantations_building_bonuses + light_cavalry_maintenance_mult = -0.08 + camel_cavalry_maintenance_mult = -0.08 + light_cavalry_recruitment_cost_mult = -0.08 + camel_cavalry_recruitment_cost_mult = -0.08 + } + province_culture_modifier = { + parameter = plantations_building_bonuses + monthly_income = poor_building_extra_tax_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### quarries + +quarries_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + build_speed = good_building_build_speed_tier_1 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.01 + pikemen_maintenance_mult = -0.01 + heavy_cavalry_maintenance_mult = -0.01 + men_at_arms_recruitment_cost = -0.01 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.01 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_1 + } + + next_building = quarries_02 + + type_icon = "icon_building_quarries.dds" + + ai_value = { + base = 12 # A little bit higher than normal, they're very handy for further development + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_quarries_improvement_from_culture_modifier = yes + modifier = { + factor = 0 + scope:holder = { + government_has_flag = government_is_republic + } + NOT = { + has_building_or_higher = guild_halls_01 + } + } + } +} + +quarries_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_crop_rotation + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + build_speed = good_building_build_speed_tier_2 + } + character_modifier = { + men_at_arms_maintenance = -0.01 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.02 + pikemen_maintenance_mult = -0.02 + heavy_cavalry_maintenance_mult = -0.02 + men_at_arms_recruitment_cost = -0.02 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.02 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_2 + } + + next_building = quarries_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +quarries_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + build_speed = good_building_build_speed_tier_3 + } + county_modifier = { + development_growth_factor = 0.02 + } + character_modifier = { + men_at_arms_maintenance = -0.01 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.03 + pikemen_maintenance_mult = -0.03 + heavy_cavalry_maintenance_mult = -0.03 + men_at_arms_recruitment_cost = -0.03 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.03 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_3 + } + + next_building = quarries_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + build_speed = good_building_build_speed_tier_4 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + } + character_modifier = { + men_at_arms_maintenance = -0.01 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.04 + pikemen_maintenance_mult = -0.04 + heavy_cavalry_maintenance_mult = -0.04 + men_at_arms_recruitment_cost = -0.04 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.04 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_4 + } + + next_building = quarries_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + build_speed = good_building_build_speed_tier_5 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.05 + pikemen_maintenance_mult = -0.05 + heavy_cavalry_maintenance_mult = -0.05 + men_at_arms_recruitment_cost = -0.05 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.05 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_5 + } + + next_building = quarries_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_guilds + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + build_speed = good_building_build_speed_tier_6 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + garrison_size = 0.1 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.06 + pikemen_maintenance_mult = -0.06 + heavy_cavalry_maintenance_mult = -0.06 + men_at_arms_recruitment_cost = -0.06 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.06 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_6 + } + + next_building = quarries_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + build_speed = good_building_build_speed_tier_7 + stationed_heavy_infantry_toughness_mult = 0.02 + stationed_pikemen_toughness_mult = 0.02 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + garrison_size = 0.1 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.07 + pikemen_maintenance_mult = -0.07 + heavy_cavalry_maintenance_mult = -0.07 + men_at_arms_recruitment_cost = -0.07 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.07 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_7 + } + + next_building = quarries_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +quarries_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_quarries_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_8 + build_speed = good_building_build_speed_tier_8 + stationed_heavy_infantry_toughness_mult = 0.04 + stationed_pikemen_toughness_mult = 0.04 + stationed_heavy_cavalry_toughness_mult = 0.08 + } + county_modifier = { + development_growth_factor = 0.02 + build_gold_cost = -0.05 + garrison_size = 0.1 + } + character_modifier = { + men_at_arms_maintenance = -0.02 + } + character_culture_modifier = { + parameter = quarries_building_bonuses + heavy_infantry_maintenance_mult = -0.08 + pikemen_maintenance_mult = -0.08 + heavy_cavalry_maintenance_mult = -0.08 + men_at_arms_recruitment_cost = -0.08 + } + county_culture_modifier = { + parameter = quarries_building_bonuses + levy_size = 0.08 + } + province_culture_modifier = { + parameter = ancient_miners_quarries_building_bonuses + monthly_income = poor_building_tax_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + + +# Qanats + +qanats_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + is_enabled = { + is_county_capital = yes + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + supply_limit = normal_building_supply_limit_tier_1 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_1 + development_growth = good_building_development_growth_tier_1 + travel_danger = -1 + } + + next_building = qanats_02 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 20 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + supply_limit = normal_building_supply_limit_tier_2 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_2 + development_growth = good_building_development_growth_tier_2 + travel_danger = -2 + } + + next_building = qanats_03 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + supply_limit = normal_building_supply_limit_tier_3 + build_speed = normal_building_build_speed_tier_3 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_3 + development_growth = good_building_development_growth_tier_3 + travel_danger = -3 + } + + next_building = qanats_04 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + supply_limit = normal_building_supply_limit_tier_4 + build_speed = normal_building_build_speed_tier_4 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_4 + development_growth = good_building_development_growth_tier_4 + travel_danger = -4 + } + + next_building = qanats_05 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + supply_limit = normal_building_supply_limit_tier_5 + build_speed = normal_building_build_speed_tier_5 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_5 + development_growth = good_building_development_growth_tier_5 + travel_danger = -5 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + next_building = qanats_06 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + supply_limit = normal_building_supply_limit_tier_6 + build_speed = normal_building_build_speed_tier_6 + } + + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_6 + development_growth = good_building_development_growth_tier_6 + travel_danger = -6 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + next_building = qanats_07 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + supply_limit = normal_building_supply_limit_tier_7 + build_speed = normal_building_build_speed_tier_7 + } + + character_modifier = { + negate_health_penalty_add = 0.1 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_7 + development_growth = good_building_development_growth_tier_7 + travel_danger = -7 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + next_building = qanats_08 + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +qanats_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_qanats_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + can_construct = { + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_8 + supply_limit = normal_building_supply_limit_tier_8 + build_speed = normal_building_build_speed_tier_8 + } + + character_modifier = { + negate_health_penalty_add = 0.2 + } + + county_modifier = { + development_growth_factor = good_building_development_growth_factor_tier_8 + development_growth = good_building_development_growth_tier_8 + travel_danger = -8 + } + + effect_desc = unlocks_cereal_fields_and_orchards + + + type_icon = "icon_building_qanats.dds" + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + } +} + +# Murex Farms + +murex_farm_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_1 + development_growth = normal_building_development_growth_tier_1 + } + + character_modifier = { + monthly_influence = 0.1 + } + + next_building = murex_farm_02 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 14 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 2 + scope:holder = { + government_has_flag = government_is_administrative + } + } + } +} + +murex_farm_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_2 + development_growth = normal_building_development_growth_tier_2 + } + + character_modifier = { + monthly_influence = 0.3 + } + + next_building = murex_farm_03 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 9 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_3 + development_growth = normal_building_development_growth_tier_3 + } + + character_modifier = { + monthly_influence = 0.6 + } + + next_building = murex_farm_04 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 8 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 02 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_4 + development_growth = normal_building_development_growth_tier_4 + } + + character_modifier = { + monthly_influence = 1 + } + + next_building = murex_farm_05 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 7 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_5 + development_growth = normal_building_development_growth_tier_5 + } + + character_modifier = { + monthly_influence = 1.3 + } + + next_building = murex_farm_06 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 6 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 03 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_6 + development_growth = normal_building_development_growth_tier_6 + } + + character_modifier = { + monthly_influence = 1.8 + } + + next_building = murex_farm_07 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 5 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_7 + development_growth = normal_building_development_growth_tier_7 + } + + character_modifier = { + monthly_influence = 2.3 + } + + next_building = murex_farm_08 + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 4 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +murex_farm_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_murex_farm_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 04 } + } + + is_enabled = { + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + county = { NOT = { has_county_modifier = backwater_county_modifier } } + } + + can_construct = { + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + } + + county_modifier = { + development_growth_factor = normal_building_development_growth_factor_tier_8 + development_growth = normal_building_development_growth_tier_8 + } + + character_modifier = { + monthly_influence = 3 + } + + type_icon = "icon_building_murex_farms.dds" + + ai_value = { + base = 3 + ai_tier_1_economical_building_preference_modifier = yes + ai_general_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + + diff --git a/common/buildings/00_standard_fortification_buildings.txt b/common/buildings/00_standard_fortification_buildings.txt new file mode 100644 index 00000000..afe89c37 --- /dev/null +++ b/common/buildings/00_standard_fortification_buildings.txt @@ -0,0 +1,2133 @@ +#################################### +# Standard Fortification Buildings # +#################################### + +# Ramparts - Archers, Skirmishers +# Curtain Walls - Heavy Cavalry, Economy +# Watchtowers - Heavy Infantry, Light Cavalry +# Hill Forts - Pikemen, Skirmishers + +### ramparts + +ramparts_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + levy = normal_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + fort_level = normal_building_fort_level_tier_1 + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + travel_danger = -1 + } + + next_building = ramparts_02 + + type_icon = "icon_building_ramparts.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { + factor = 5 + free_building_slots <= 3 + scope:holder.capital_province = this + } + modifier = { + factor = 5 + free_building_slots <= 2 + } + modifier = { + factor = 5 + free_building_slots <= 1 + } + culture_likely_to_fortify_modifier = yes + } +} + +ramparts_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + levy = normal_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + fort_level = normal_building_fort_level_tier_2 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + travel_danger = -2 + } + + next_building = ramparts_03 + + ai_value = { + base = 9 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +ramparts_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + levy = normal_building_levy_tier_3 + max_garrison = normal_building_max_garrison_tier_3 + province_modifier = { + fort_level = normal_building_fort_level_tier_3 + defender_holding_advantage = normal_building_advantage_tier_1 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 + travel_danger = -3 + } + + next_building = ramparts_04 + + ai_value = { + base = 8 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +ramparts_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + levy = normal_building_levy_tier_4 + max_garrison = normal_building_max_garrison_tier_4 + province_modifier = { + fort_level = normal_building_fort_level_tier_4 + defender_holding_advantage = normal_building_advantage_tier_1 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 + travel_danger = -4 + } + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = ramparts_05 + + ai_value = { + base = 7 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +ramparts_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + levy = normal_building_levy_tier_5 + max_garrison = normal_building_max_garrison_tier_5 + province_modifier = { + fort_level = normal_building_fort_level_tier_5 + defender_holding_advantage = normal_building_advantage_tier_1 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_5 + stationed_skirmishers_damage_mult = low_maa_damage_tier_5 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5 + travel_danger = -5 + } + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = ramparts_06 + + ai_value = { + base = 6 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +ramparts_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + levy = normal_building_levy_tier_6 + max_garrison = normal_building_max_garrison_tier_6 + province_modifier = { + fort_level = normal_building_fort_level_tier_6 + defender_holding_advantage = normal_building_advantage_tier_2 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_6 + stationed_skirmishers_damage_mult = low_maa_damage_tier_6 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6 + travel_danger = -6 + } + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = ramparts_07 + + ai_value = { + base = 5 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +ramparts_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + levy = normal_building_levy_tier_7 + max_garrison = normal_building_max_garrison_tier_7 + province_modifier = { + fort_level = normal_building_fort_level_tier_7 + defender_holding_advantage = normal_building_advantage_tier_2 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_7 + stationed_skirmishers_damage_mult = low_maa_damage_tier_7 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7 + travel_danger = -7 + } + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = ramparts_08 + + ai_value = { + base = 4 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +ramparts_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_ramparts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + levy = normal_building_levy_tier_8 + max_garrison = normal_building_max_garrison_tier_8 + province_modifier = { + fort_level = normal_building_fort_level_tier_8 + defender_holding_advantage = normal_building_advantage_tier_2 + tax_mult = 0.02 + stationed_archers_damage_mult = low_maa_damage_tier_8 + stationed_skirmishers_damage_mult = low_maa_damage_tier_8 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8 + travel_danger = -8 + } + county_modifier = { + hostile_raid_time = 0.1 + } + + ai_value = { + base = 3 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +### curtain_walls + +curtain_walls_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + monthly_income = poor_building_tax_tier_1 + fort_level = normal_building_fort_level_tier_1 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_1 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1 + travel_danger = -1 + } + + next_building = curtain_walls_02 + + type_icon = "icon_building_curtain_walls.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_tier_1_economical_building_preference_modifier = yes + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { + factor = 5 + free_building_slots <= 3 + scope:holder.capital_province = this + } + modifier = { + factor = 5 + free_building_slots <= 2 + } + modifier = { + factor = 5 + free_building_slots <= 1 + } + } +} + +curtain_walls_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + monthly_income = poor_building_tax_tier_2 + fort_level = normal_building_fort_level_tier_2 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_2 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_2 + travel_danger = -2 + } + + county_modifier = { + supply_limit = 300 + } + + next_building = curtain_walls_03 + + ai_value = { + base = 9 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +curtain_walls_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + max_garrison = normal_building_max_garrison_tier_3 + province_modifier = { + monthly_income = poor_building_tax_tier_3 + fort_level = normal_building_fort_level_tier_3 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_3 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_3 + travel_danger = -3 + } + + county_modifier = { + supply_limit = 300 + } + + next_building = curtain_walls_04 + + ai_value = { + base = 8 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +curtain_walls_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + max_garrison = normal_building_max_garrison_tier_4 + province_modifier = { + monthly_income = poor_building_tax_tier_4 + fort_level = normal_building_fort_level_tier_4 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_4 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_4 + travel_danger = -4 + } + + county_modifier = { + supply_limit = 300 + } + + next_building = curtain_walls_05 + + ai_value = { + base = 7 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +curtain_walls_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + max_garrison = normal_building_max_garrison_tier_5 + province_modifier = { + monthly_income = poor_building_tax_tier_5 + fort_level = normal_building_fort_level_tier_5 + defender_holding_advantage = normal_building_advantage_tier_2 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_5 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_5 + travel_danger = -5 + } + + county_modifier = { + supply_limit = 300 + } + + next_building = curtain_walls_06 + + ai_value = { + base = 6 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +curtain_walls_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + max_garrison = normal_building_max_garrison_tier_6 + province_modifier = { + monthly_income = poor_building_tax_tier_6 + fort_level = normal_building_fort_level_tier_6 + defender_holding_advantage = normal_building_advantage_tier_2 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_6 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_6 + travel_danger = -6 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + } + + next_building = curtain_walls_07 + + ai_value = { + base = 5 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +curtain_walls_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + max_garrison = normal_building_max_garrison_tier_7 + province_modifier = { + monthly_income = poor_building_tax_tier_7 + fort_level = normal_building_fort_level_tier_7 + defender_holding_advantage = normal_building_advantage_tier_2 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_7 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_7 + travel_danger = -7 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + } + + next_building = curtain_walls_08 + + ai_value = { + base = 4 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +curtain_walls_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_curtain_walls_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + max_garrison = normal_building_max_garrison_tier_8 + province_modifier = { + monthly_income = poor_building_tax_tier_8 + fort_level = normal_building_fort_level_tier_8 + defender_holding_advantage = normal_building_advantage_tier_2 + stationed_heavy_cavalry_damage_mult = low_maa_damage_tier_8 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_8 + travel_danger = -8 + } + + county_modifier = { + supply_limit = 300 + supply_limit_mult = 0.02 + } + + ai_value = { + base = 3 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + ai_economical_building_preference_modifier = yes + } +} + +### watchtowers + +watchtowers_01 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = normal_building_fort_level_tier_1 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_1 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_1 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1 + travel_danger = -1 + } + + next_building = watchtowers_02 + + type_icon = "icon_building_watchtowers.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { + factor = 5 + free_building_slots <= 3 + scope:holder.capital_province = this + } + modifier = { + factor = 5 + free_building_slots <= 2 + } + modifier = { + factor = 5 + free_building_slots <= 1 + } + } +} + +watchtowers_02 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = normal_building_fort_level_tier_2 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_2 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_2 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2 + travel_danger = -2 + } + + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = watchtowers_03 + + ai_value = { + base = 9 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +watchtowers_03 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + max_garrison = normal_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = normal_building_fort_level_tier_3 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_3 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_3 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3 + travel_danger = -3 + } + + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = watchtowers_04 + + ai_value = { + base = 8 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +watchtowers_04 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + max_garrison = normal_building_max_garrison_tier_4 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + fort_level = normal_building_fort_level_tier_4 + supply_limit = 300 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_4 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_4 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_4 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4 + travel_danger = -4 + } + + county_modifier = { + hostile_raid_time = 0.1 + } + + next_building = watchtowers_05 + + ai_value = { + base = 7 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +watchtowers_05 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + max_garrison = normal_building_max_garrison_tier_5 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_5 + fort_level = normal_building_fort_level_tier_5 + supply_limit = 300 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_5 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_5 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_5 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5 + travel_danger = -5 + epidemic_resistance = 5 + } + + county_modifier = { + hostile_raid_time = 0.15 + } + + next_building = watchtowers_06 + + ai_value = { + base = 6 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +watchtowers_06 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + max_garrison = normal_building_max_garrison_tier_6 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_6 + fort_level = normal_building_fort_level_tier_6 + supply_limit = 300 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_6 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_6 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_6 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6 + travel_danger = -6 + epidemic_resistance = 8 + } + + county_modifier = { + hostile_raid_time = 0.15 + supply_limit_mult = 0.05 + } + + next_building = watchtowers_07 + + ai_value = { + base = 5 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +watchtowers_07 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + max_garrison = normal_building_max_garrison_tier_7 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_7 + fort_level = normal_building_fort_level_tier_7 + supply_limit = 600 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_7 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_7 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_7 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_7 + travel_danger = -7 + epidemic_resistance = 10 + } + + county_modifier = { + hostile_raid_time = 0.15 + supply_limit_mult = 0.05 + } + + next_building = watchtowers_08 + + ai_value = { + base = 4 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +watchtowers_08 = { + construction_time = standard_construction_time + effect_desc = watchtowers_desc + + can_construct_potential = { + building_watchtowers_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + max_garrison = normal_building_max_garrison_tier_8 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_8 + fort_level = normal_building_fort_level_tier_8 + supply_limit = 600 + stationed_heavy_infantry_damage_mult = low_maa_damage_tier_8 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_8 + stationed_light_cavalry_damage_mult = low_maa_damage_tier_8 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_8 + travel_danger = -8 + epidemic_resistance = 12 + } + + county_modifier = { + hostile_raid_time = 0.2 + supply_limit_mult = 0.05 + } + + ai_value = { + base = 3 + modifier = { + add = 1 + scope:holder = { + culture = { + has_cultural_parameter = ai_more_likely_to_fortify + } + } + } + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +### hill_forts + +hill_forts_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + max_garrison = good_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = good_building_fort_level_tier_1 + stationed_skirmishers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1 + stationed_pikemen_damage_mult = low_maa_damage_tier_1 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_1 + travel_danger = -1 + } + + next_building = hill_forts_02 + + type_icon = "icon_building_hill_forts.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { + factor = 5 + free_building_slots <= 3 + scope:holder.capital_province = this + } + modifier = { + factor = 5 + free_building_slots <= 2 + } + modifier = { + factor = 5 + free_building_slots <= 1 + } + } +} + +hill_forts_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + max_garrison = good_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = good_building_fort_level_tier_2 + stationed_skirmishers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2 + stationed_pikemen_damage_mult = low_maa_damage_tier_2 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_2 + travel_danger = -2 + } + county_modifier = { + monthly_county_control_growth_factor = 0.1 + monthly_county_control_decline_factor = -0.1 + } + + next_building = hill_forts_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hill_forts_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + max_garrison = good_building_max_garrison_tier_3 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_3 + fort_level = good_building_fort_level_tier_3 + stationed_skirmishers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3 + stationed_pikemen_damage_mult = low_maa_damage_tier_3 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_3 + travel_danger = -3 + } + county_modifier = { + monthly_county_control_growth_factor = 0.1 + monthly_county_control_decline_factor = -0.1 + } + + next_building = hill_forts_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +hill_forts_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 01 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_motte + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + max_garrison = good_building_max_garrison_tier_4 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_4 + fort_level = good_building_fort_level_tier_4 + stationed_skirmishers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4 + stationed_pikemen_damage_mult = low_maa_damage_tier_4 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_4 + travel_danger = -4 + } + county_modifier = { + monthly_county_control_growth_factor = 0.1 + monthly_county_control_decline_factor = -0.1 + levy_size = 0.02 + } + + next_building = hill_forts_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +hill_forts_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + max_garrison = good_building_max_garrison_tier_5 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_5 + fort_level = good_building_fort_level_tier_5 + stationed_skirmishers_damage_mult = low_maa_damage_tier_5 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5 + stationed_pikemen_damage_mult = low_maa_damage_tier_5 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_5 + travel_danger = -5 + } + county_modifier = { + monthly_county_control_growth_factor = 0.15 + monthly_county_control_decline_factor = -0.15 + levy_size = 0.02 + } + + next_building = hill_forts_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +hill_forts_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 02 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_battlements + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + max_garrison = good_building_max_garrison_tier_6 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_6 + fort_level = good_building_fort_level_tier_6 + stationed_skirmishers_damage_mult = low_maa_damage_tier_6 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6 + stationed_pikemen_damage_mult = low_maa_damage_tier_6 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_6 + travel_danger = -6 + } + county_modifier = { + monthly_county_control_growth_factor = 0.15 + monthly_county_control_decline_factor = -0.15 + levy_size = 0.02 + } + + next_building = hill_forts_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +hill_forts_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + max_garrison = good_building_max_garrison_tier_7 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_7 + fort_level = good_building_fort_level_tier_7 + stationed_skirmishers_damage_mult = low_maa_damage_tier_7 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7 + stationed_pikemen_damage_mult = low_maa_damage_tier_7 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_7 + travel_danger = -7 + } + county_modifier = { + monthly_county_control_growth_factor = 0.15 + monthly_county_control_decline_factor = -0.15 + levy_size = 0.02 + } + + next_building = hill_forts_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} + +hill_forts_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_hill_forts_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_fortification + } + } + } + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_machicolations + } + } + trigger_else = { + building_requirement_castle_city_church = { LEVEL = 03 } + culture = { + has_cultural_parameter = next_level_fortification + } + scope:holder.culture = { + has_innovation = innovation_hoardings + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + max_garrison = good_building_max_garrison_tier_8 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_8 + fort_level = good_building_fort_level_tier_8 + stationed_skirmishers_damage_mult = low_maa_damage_tier_8 + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_8 + stationed_pikemen_damage_mult = low_maa_damage_tier_8 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_8 + travel_danger = -8 + } + county_modifier = { + monthly_county_control_growth_factor = 0.2 + monthly_county_control_decline_factor = -0.2 + levy_size = 0.02 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_fortify_modifier = yes + } +} diff --git a/common/buildings/00_standard_military_buildings.txt b/common/buildings/00_standard_military_buildings.txt new file mode 100644 index 00000000..30c55f7e --- /dev/null +++ b/common/buildings/00_standard_military_buildings.txt @@ -0,0 +1,5597 @@ +############################### +# Standard Military Buildings # +############################### + +# Regimental Grounds - High Levy, All MaA, High MaA Maintenance +# - Farmland, Floodplain +# Barracks - Normal Levy, Heavy Infantry, Pikemen +# - Farmland, Plain, Dryland, Floodplain +# Warrior Lodges - Poor Levy, Heavy Infantry, Pikemen, Skirmishers, Flat Stationed MaA Pursuit +# - Certain Regions: Mountains, Desert Mountains, Hills (certain regions) +# Hillside Grazing - Poor Levy, Heavy Cavalry, Light Cavalry, Horse Archers +# - Certain Regions: Mountains, Desert Mountains, Hills (certain regions) +# Outposts - Poor Levy, Super Poor Tax, Defensive Advantage, Raid Time, Skirmishers, Archers +# - Forest, Taiga, Jungle, Wetland +# Camel Farms - Poor Levy, Super Poor Tax, Camel Cavalry, Light Cavalry +# - Camelry Region: Desert, Floodplain, Oasis, Dryland +# Horse Pastures - Low Levy, Low tax, Horse Archers, Light Cavalry, Flat Stationed MaA Screen +# - Eastern Steppe Region/Steppe Terrain +# Blacksmiths - Normal Stationed MaA bonuses, Holding Taxes %, Levy Reinforcement, Low Knight Effectiveness +# Stables - Low Levy, Light Cavalry, Heavy Cavalry +# Militia Camps - Normal Levy, Archers, Skirmishers +# Workshops - Late Game Building - Normal Tax, Siege Weapons, Recruitment Cost for Archers/Skirmishers, Maintenance for Archers/Skirmishers +# Wind Furnaces - Good Tax, Good Stationed MaA bonuses, high Knight Effectiveness +# - Wootz Steel Innovation + + +### wind_furnace + +wind_furnace_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_1 + stationed_maa_toughness_mult = high_maa_toughness_tier_1 + monthly_income = good_building_tax_tier_1 + } + character_modifier = { + #knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_1 + } + + next_building = wind_furnace_02 + + type_icon = "icon_building_wind_furnaces.dds" + + ai_value = { + base = 100 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + + modifier = { + factor = 0 + has_holding_type = city_holding + } + modifier = { + factor = 0 + has_holding_type = church_holding + } + } +} + +wind_furnace_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_2 + stationed_maa_toughness_mult = high_maa_toughness_tier_2 + monthly_income = good_building_tax_tier_2 + } + character_modifier = { + #knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_2 + } + + next_building = wind_furnace_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +wind_furnace_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_3 + stationed_maa_toughness_mult = high_maa_toughness_tier_3 + monthly_income = good_building_tax_tier_3 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_3 + } + + next_building = wind_furnace_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +wind_furnace_04 = { + construction_time = standard_construction_time + effect_desc = windfurnaces_effects_desc + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_4 + stationed_maa_toughness_mult = high_maa_toughness_tier_4 + monthly_income = good_building_tax_tier_4 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_4 + } + + next_building = wind_furnace_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +wind_furnace_05 = { + construction_time = standard_construction_time + effect_desc = windfurnaces_effects_desc + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_5 + stationed_maa_toughness_mult = high_maa_toughness_tier_5 + monthly_income = good_building_tax_tier_5 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_5 + } + + next_building = wind_furnace_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +wind_furnace_06 = { + construction_time = standard_construction_time + effect_desc = windfurnaces_effects_desc + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_6 + stationed_maa_toughness_mult = high_maa_toughness_tier_6 + monthly_income = good_building_tax_tier_6 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_6 + } + + next_building = wind_furnace_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +wind_furnace_07 = { + construction_time = standard_construction_time + effect_desc = windfurnaces_effects_desc + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_7 + stationed_maa_toughness_mult = high_maa_toughness_tier_7 + monthly_income = good_building_tax_tier_7 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_7 + } + + next_building = wind_furnace_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +wind_furnace_08 = { + construction_time = standard_construction_time + effect_desc = windfurnaces_effects_desc + + can_construct_potential = { + building_wind_furnace_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + stationed_maa_damage_mult = high_maa_damage_tier_8 + stationed_maa_toughness_mult = high_maa_toughness_tier_8 + monthly_income = good_building_tax_tier_8 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### workshops + +workshops_01 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_advanced_bowmaking + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_1_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_1 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_1 + stationed_maa_siege_value_add = 0.05 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_1 + archers_maintenance_mult = good_building_maa_maintenance_tier_1 + } + + next_building = workshops_02 + + type_icon = "icon_building_workshops.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + } +} + +workshops_02 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_advanced_bowmaking + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + province_modifier = { + monthly_income = normal_building_tax_tier_2 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_2 + stationed_maa_siege_value_add = 0.1 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_2 + archers_maintenance_mult = good_building_maa_maintenance_tier_2 + } + + next_building = workshops_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +workshops_03 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_advanced_bowmaking + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + + + province_modifier = { + monthly_income = normal_building_tax_tier_3 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_3 + stationed_archers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_damage_mult = high_maa_damage_tier_1 + stationed_maa_siege_value_add = 0.15 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_3 + archers_maintenance_mult = good_building_maa_maintenance_tier_3 + } + + next_building = workshops_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +workshops_04 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_advanced_bowmaking + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + + + province_modifier = { + monthly_income = normal_building_tax_tier_4 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_4 + stationed_archers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_damage_mult = high_maa_damage_tier_2 + stationed_maa_siege_value_add = 0.2 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_4 + archers_maintenance_mult = good_building_maa_maintenance_tier_4 + } + + next_building = workshops_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +workshops_05 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_advanced_bowmaking + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + + + province_modifier = { + monthly_income = normal_building_tax_tier_5 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_5 + stationed_archers_damage_mult = high_maa_damage_tier_3 + stationed_skirmishers_damage_mult = high_maa_damage_tier_3 + stationed_maa_siege_value_add = 0.25 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_5 + archers_maintenance_mult = good_building_maa_maintenance_tier_5 + cultural_head_fascination_mult = 0.05 + } + + next_building = workshops_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +workshops_06 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + + + province_modifier = { + monthly_income = normal_building_tax_tier_6 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_6 + stationed_archers_damage_mult = high_maa_damage_tier_4 + stationed_skirmishers_damage_mult = high_maa_damage_tier_4 + stationed_maa_siege_value_add = 0.3 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_6 + archers_maintenance_mult = good_building_maa_maintenance_tier_6 + cultural_head_fascination_mult = 0.10 + } + + next_building = workshops_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +workshops_07 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + + + province_modifier = { + monthly_income = normal_building_tax_tier_7 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_7 + stationed_archers_damage_mult = high_maa_damage_tier_5 + stationed_skirmishers_damage_mult = high_maa_damage_tier_5 + stationed_maa_siege_value_add = 0.35 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_7 + archers_maintenance_mult = good_building_maa_maintenance_tier_7 + cultural_head_fascination_mult = 0.15 + } + + next_building = workshops_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +workshops_08 = { + construction_time = slow_construction_time + + can_construct_potential = { + building_workshops_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + + + province_modifier = { + monthly_income = normal_building_tax_tier_8 + stationed_siege_weapon_siege_value_mult = normal_maa_siege_value_tier_8 + stationed_archers_damage_mult = high_maa_damage_tier_6 + stationed_skirmishers_damage_mult = high_maa_damage_tier_6 + stationed_maa_siege_value_add = 0.4 + } + character_modifier = { + skirmishers_maintenance_mult = good_building_maa_maintenance_tier_8 + archers_maintenance_mult = good_building_maa_maintenance_tier_8 + cultural_head_fascination_mult = 0.20 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### horse_pastures + +horse_pastures_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct_showing_failures_only = { + } + + cost_gold = cheap_building_tier_1_cost + + levy = small_building_levy_tier_1 + + character_modifier = { + movement_speed = high_movement_speed_tier_1 + movement_speed_land_raiding = high_movement_speed_tier_1 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_1 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_1 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 + } + + next_building = horse_pastures_02 + + type_icon = "icon_building_horse_pastures.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_camel_farms_modifier = yes + ai_stacking_bonus_hillside_grazing_modifier = yes + ai_stacking_bonus_stables_modifier = yes + ai_anti_synergy_armored_infantry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + ai_archer_cavalry_modifier = yes + ai_light_cavalry_modifier = yes + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + add = -9 + has_building_or_higher = city_01 + } + modifier = { + add = -9 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +horse_pastures_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + } + + cost_gold = cheap_building_tier_2_cost + + levy = small_building_levy_tier_2 + + character_modifier = { + movement_speed = high_movement_speed_tier_2 + movement_speed_land_raiding = high_movement_speed_tier_2 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_2 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_2 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 + } + + next_building = horse_pastures_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +horse_pastures_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + levy = small_building_levy_tier_3 + + character_modifier = { + movement_speed = high_movement_speed_tier_3 + movement_speed_land_raiding = high_movement_speed_tier_3 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_3 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_3 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 + } + + next_building = horse_pastures_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +horse_pastures_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + levy = small_building_levy_tier_4 + + character_modifier = { + movement_speed = high_movement_speed_tier_4 + movement_speed_land_raiding = high_movement_speed_tier_4 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_4 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_4 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_4 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 + } + + next_building = horse_pastures_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +horse_pastures_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + levy = small_building_levy_tier_5 + + character_modifier = { + movement_speed = high_movement_speed_tier_5 + movement_speed_land_raiding = high_movement_speed_tier_5 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_5 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_5 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_5 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_5 + } + + next_building = horse_pastures_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +horse_pastures_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + levy = small_building_levy_tier_6 + + character_modifier = { + movement_speed = high_movement_speed_tier_6 + movement_speed_land_raiding = high_movement_speed_tier_6 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_6 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_6 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_6 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_6 + } + + next_building = horse_pastures_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +horse_pastures_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + levy = small_building_levy_tier_7 + + character_modifier = { + movement_speed = high_movement_speed_tier_7 + movement_speed_land_raiding = high_movement_speed_tier_7 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_7 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_7 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_7 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_7 + } + + next_building = horse_pastures_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +horse_pastures_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_horse_pastures_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + levy = small_building_levy_tier_8 + + character_modifier = { + movement_speed = high_movement_speed_tier_8 + movement_speed_land_raiding = high_movement_speed_tier_8 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_8 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_8 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8 + stationed_archer_cavalry_screen_mult = normal_maa_screen_tier_8 + stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + + +### hillside_grazing + +hillside_grazing_01 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct_showing_failures_only = { + } + + cost_gold = cheap_building_tier_1_cost + + levy = small_building_levy_tier_1 + + province_modifier = { + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_1 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1 + monthly_income = super_poor_building_tax_tier_1 + + } + + next_building = hillside_grazing_02 + + type_icon = "icon_building_hillside_grazing.dds" + + ai_value = { + base = 11 # Little nudge + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_camel_farms_modifier = yes + ai_stacking_bonus_horse_pastures_modifier = yes + ai_stacking_bonus_stables_modifier = yes + ai_archer_cavalry_modifier = yes + ai_light_cavalry_modifier = yes + ai_heavy_cavalry_modifier = yes + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + add = -10 + has_building_or_higher = city_01 + } + } +} + +hillside_grazing_02 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + } + + cost_gold = cheap_building_tier_2_cost + + levy = small_building_levy_tier_2 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2 + monthly_income = super_poor_building_tax_tier_2 + } + + next_building = hillside_grazing_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +hillside_grazing_03 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + levy = small_building_levy_tier_3 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_3 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3 + monthly_income = super_poor_building_tax_tier_3 + stationed_maa_screen_add = 4 + } + + next_building = hillside_grazing_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +hillside_grazing_04 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + levy = small_building_levy_tier_4 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_4 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4 + monthly_income = super_poor_building_tax_tier_4 + stationed_maa_screen_add = 6 + } + + next_building = hillside_grazing_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +hillside_grazing_05 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + levy = small_building_levy_tier_5 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_4 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_5 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_4 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5 + monthly_income = super_poor_building_tax_tier_5 + stationed_maa_screen_add = 8 + } + + next_building = hillside_grazing_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +hillside_grazing_06 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + levy = small_building_levy_tier_6 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_5 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_6 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_5 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6 + monthly_income = super_poor_building_tax_tier_6 + stationed_maa_screen_add = 12 + } + + next_building = hillside_grazing_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +hillside_grazing_07 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + levy = small_building_levy_tier_7 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_6 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_7 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_6 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7 + monthly_income = super_poor_building_tax_tier_7 + stationed_maa_screen_add = 16 + } + + next_building = hillside_grazing_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +hillside_grazing_08 = { + construction_time = quick_construction_time + + can_construct_potential = { + building_hillside_grazing_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + levy = small_building_levy_tier_8 + + province_modifier = { + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_7 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8 + stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_7 + stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_8 + stationed_archer_cavalry_toughness_mult = low_maa_toughness_tier_7 + stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8 + monthly_income = super_poor_building_tax_tier_8 + stationed_maa_screen_add = 20 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + + +### warrior_lodges + +warrior_lodges_01 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct_showing_failures_only = { + } + + cost_gold = cheap_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + province_modifier = { + stationed_skirmishers_damage_mult = normal_maa_damage_tier_1 + stationed_pikemen_damage_mult = normal_maa_damage_tier_1 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1 + travel_danger = -1 + } + + next_building = warrior_lodges_02 + + type_icon = "icon_building_warrior_lodges.dds" + + ai_value = { + base = 11 # Little nudge + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_military_camps_modifier = yes + ai_stacking_bonus_smiths_modifier = yes + ai_stacking_bonus_wind_furnaces_modifier = yes + ai_stacking_bonus_outposts_modifier = yes + ai_skirmisher_modifier = yes + ai_pikemen_modifier = yes + ai_heavy_infantry_modifier = yes + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + add = -10 + has_building_or_higher = city_01 + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +warrior_lodges_02 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + } + + cost_gold = cheap_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_1 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_2 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_1 + stationed_pikemen_damage_mult = normal_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2 + travel_danger = -2 + } + + next_building = warrior_lodges_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +warrior_lodges_03 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + levy = normal_building_levy_tier_3 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_2 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_3 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_2 + stationed_pikemen_damage_mult = normal_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3 + stationed_maa_pursuit_add = 4 + travel_danger = -3 + } + + next_building = warrior_lodges_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +warrior_lodges_04 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + levy = normal_building_levy_tier_4 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_3 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_4 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_3 + stationed_pikemen_damage_mult = normal_maa_damage_tier_4 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_3 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_4 + stationed_maa_pursuit_add = 6 + travel_danger = -4 + } + + next_building = warrior_lodges_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +warrior_lodges_05 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + levy = normal_building_levy_tier_5 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_4 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_5 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_4 + stationed_pikemen_damage_mult = normal_maa_damage_tier_5 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_4 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_5 + stationed_maa_pursuit_add = 8 + travel_danger = -5 + } + + next_building = warrior_lodges_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +warrior_lodges_06 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + levy = normal_building_levy_tier_6 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_5 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_6 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_5 + stationed_pikemen_damage_mult = normal_maa_damage_tier_6 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_5 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_6 + stationed_maa_pursuit_add = 12 + travel_danger = -6 + } + + next_building = warrior_lodges_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +warrior_lodges_07 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + levy = normal_building_levy_tier_7 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_6 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_7 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_6 + stationed_pikemen_damage_mult = normal_maa_damage_tier_7 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_6 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_7 + stationed_maa_pursuit_add = 16 + travel_danger = -7 + } + + next_building = warrior_lodges_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +warrior_lodges_08 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_civil_cost_low_discount_effect_toto_desc + } + } + can_construct_potential = { + building_warrior_lodges_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + levy = normal_building_levy_tier_8 + + province_modifier = { + stationed_skirmishers_toughness_mult = low_maa_toughness_tier_7 + stationed_skirmishers_damage_mult = normal_maa_damage_tier_8 + stationed_pikemen_toughness_mult = low_maa_toughness_tier_7 + stationed_pikemen_damage_mult = normal_maa_damage_tier_8 + stationed_heavy_infantry_toughness_mult = low_maa_toughness_tier_7 + stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_8 + stationed_maa_pursuit_add = 20 + travel_danger = -8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### military_camps + +military_camps_01 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_1 + travel_danger = -1 + } + + next_building = military_camps_02 + + type_icon = "icon_building_military_camps.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_warrior_lodges_modifier = yes + ai_stacking_bonus_outposts_modifier = yes + ai_anti_synergy_armored_infantry_modifier = yes + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + ai_skirmisher_modifier = yes + ai_archer_modifier = yes + modifier = { + add = non_stationed_maa_bonus + has_stationed_regiment = yes + NOR = { + has_stationed_regiment_of_base_type = skirmishers + has_stationed_regiment_of_base_type = archers + } + } + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 0 + building_horse_pastures_requirement_terrain = yes + NOT = { + has_building_or_higher = horse_pastures_01 + } + } + modifier = { + factor = 0 + building_hillside_grazing_requirement_terrain = yes + NOT = { + has_building_or_higher = hillside_grazing_01 + } + } + modifier = { + factor = 0 + building_warrior_lodges_requirement_terrain = yes + NOT = { + has_building_or_higher = warrior_lodges_01 + } + } + modifier = { + add = -9 + has_building_or_higher = city_01 + } + modifier = { + add = -3 + OR = { + exists = barony.lessee + scope:holder = { + highest_held_title_tier <= tier_barony + } + } + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +military_camps_02 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_2 + travel_danger = -2 + } + + next_building = military_camps_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +military_camps_03 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + levy = normal_building_levy_tier_3 + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_3 + stationed_skirmishers_damage_mult = high_maa_damage_tier_3 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_3 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + travel_danger = -3 + } + + next_building = military_camps_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +military_camps_04 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + levy = normal_building_levy_tier_4 + + county_modifier = { + supply_limit = 200 + monthly_county_control_growth_factor = 0.05 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_4 + stationed_skirmishers_damage_mult = high_maa_damage_tier_4 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_4 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_2 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + travel_danger = -4 + } + + next_building = military_camps_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +military_camps_05 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + levy = normal_building_levy_tier_5 + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_5 + } + + county_modifier = { + supply_limit = 400 + monthly_county_control_growth_factor = 0.1 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_5 + stationed_skirmishers_damage_mult = high_maa_damage_tier_5 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_5 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_3 + stationed_archers_toughness_mult = normal_maa_toughness_tier_3 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 + travel_danger = -5 + } + + next_building = military_camps_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +military_camps_06 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + levy = normal_building_levy_tier_6 + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_6 + } + + county_modifier = { + supply_limit = 600 + monthly_county_control_growth_factor = 0.15 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_6 + stationed_skirmishers_damage_mult = high_maa_damage_tier_6 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_6 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_4 + stationed_archers_toughness_mult = normal_maa_toughness_tier_4 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 + travel_danger = -6 + } + + next_building = military_camps_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +military_camps_07 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + levy = normal_building_levy_tier_7 + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_7 + } + + county_modifier = { + supply_limit = 800 + monthly_county_control_growth_factor = 0.20 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_7 + stationed_skirmishers_damage_mult = high_maa_damage_tier_7 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_7 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_5 + stationed_archers_toughness_mult = normal_maa_toughness_tier_5 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5 + travel_danger = -7 + } + + next_building = military_camps_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +military_camps_08 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_archery_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_military_camps_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_military_camps + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_military_camps + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + levy = normal_building_levy_tier_8 + + character_modifier = { + men_at_arms_maintenance = normal_building_maa_maintenance_tier_8 + } + + county_modifier = { + supply_limit = 1000 + monthly_county_control_growth_factor = 0.25 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_8 + stationed_skirmishers_damage_mult = high_maa_damage_tier_8 + stationed_skirmishers_pursuit_mult = high_maa_pursuit_tier_8 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_6 + stationed_archers_toughness_mult = normal_maa_toughness_tier_6 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6 + travel_danger = -8 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### regimental_grounds + +regimental_grounds_01 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_1_cost + + levy = excellent_building_levy_tier_1 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_1 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + travel_danger = -1 + } + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_1 + } + + next_building = regimental_grounds_02 + + type_icon = "icon_building_regimental_grounds.dds" + + ai_value = { + base = 13 # One of the best buildings, a slight nudge + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { + add = -99 + has_building_or_higher = city_01 + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +regimental_grounds_02 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_2_cost + + levy = excellent_building_levy_tier_2 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_2 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + travel_danger = -2 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_2 + monthly_county_control_growth_factor = 0.05 + } + + next_building = regimental_grounds_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +regimental_grounds_03 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_3_cost + + levy = excellent_building_levy_tier_3 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_3 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + travel_danger = -3 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_3 + monthly_county_control_growth_factor = 0.05 + } + + next_building = regimental_grounds_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +regimental_grounds_04 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_4_cost + + levy = excellent_building_levy_tier_4 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_4 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + travel_danger = -4 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_4 + monthly_county_control_growth_factor = 0.05 + levy_size = 0.02 + } + + next_building = regimental_grounds_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +regimental_grounds_05 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_5_cost + + levy = excellent_building_levy_tier_5 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_5 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_5 + stationed_maa_toughness_mult = normal_maa_toughness_tier_5 + supply_limit = 1000 + travel_danger = -5 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_5 + monthly_county_control_growth_factor = 0.05 + levy_size = 0.02 + } + + next_building = regimental_grounds_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +regimental_grounds_06 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_6_cost + + levy = excellent_building_levy_tier_6 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_6 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_6 + stationed_maa_toughness_mult = normal_maa_toughness_tier_6 + supply_limit = 1000 + travel_danger = -6 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_6 + monthly_county_control_growth_factor = 0.05 + levy_size = 0.02 + } + + next_building = regimental_grounds_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +regimental_grounds_07 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_7_cost + + levy = excellent_building_levy_tier_7 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_7 + knight_limit = 1 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_7 + stationed_maa_toughness_mult = normal_maa_toughness_tier_7 + supply_limit = 1000 + travel_danger = -7 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_7 + monthly_county_control_growth_factor = 0.05 + levy_size = 0.02 + } + + next_building = regimental_grounds_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +regimental_grounds_08 = { + construction_time = slow_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_wrestling_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_regimental_grounds_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = expensive_building_tier_8_cost + + levy = excellent_building_levy_tier_8 + + character_modifier = { + men_at_arms_maintenance = good_building_maa_maintenance_tier_8 + knight_limit = 1 + army_maintenance_mult = -0.01 + } + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_8 + stationed_maa_toughness_mult = normal_maa_toughness_tier_8 + supply_limit = 1000 + travel_danger = -8 + } + + county_modifier = { + levy_reinforcement_rate = high_levy_reinforcement_rate_tier_8 + monthly_county_control_growth_factor = 0.05 + levy_size = 0.02 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### outposts + +outposts_01 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_1_cost + + levy = poor_building_levy_tier_1 + province_modifier = { + monthly_income = super_poor_building_tax_tier_1 + defender_holding_advantage = normal_building_advantage_tier_1 + stationed_skirmishers_damage_mult = low_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_1 + stationed_archers_damage_mult = low_maa_damage_tier_1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + hostile_raid_time = 0.1 + travel_danger = -1 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.01 + archers_maintenance_mult = -0.01 + skirmishers_recruitment_cost_mult = -0.01 + archers_recruitment_cost_mult = -0.01 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_1 + levy_size = 0.01 + } + + next_building = outposts_02 + + type_icon = "icon_building_outposts.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_skirmisher_modifier = yes + ai_archer_modifier = yes + ai_stacking_bonus_warrior_lodges_modifier = yes + ai_stacking_bonus_military_camps_modifier = yes + ai_anti_synergy_armored_infantry_modifier = yes + ai_anti_synergy_cavalry_modifier = yes + modifier = { + factor = 0 + building_camel_farms_requirement_terrain = yes + NOT = { + has_building_or_higher = camel_farms_01 + } + } + modifier = { + factor = 0 + building_horse_pastures_requirement_terrain = yes + NOT = { + has_building_or_higher = horse_pastures_01 + } + } + modifier = { + factor = 0 + building_hillside_grazing_requirement_terrain = yes + NOT = { + has_building_or_higher = hillside_grazing_01 + } + } + modifier = { + factor = 0 + building_warrior_lodges_requirement_terrain = yes + NOT = { + has_building_or_higher = warrior_lodges_01 + } + } + modifier = { # It now has a small economic component; build it last + add = -3 + has_building_or_higher = city_01 + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +outposts_02 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_2_cost + + levy = poor_building_levy_tier_2 + province_modifier = { + monthly_income = super_poor_building_tax_tier_2 + defender_holding_advantage = normal_building_advantage_tier_2 + stationed_skirmishers_damage_mult = low_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_2 + stationed_archers_damage_mult = low_maa_damage_tier_2 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + hostile_raid_time = 0.2 + travel_danger = -2 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.02 + archers_maintenance_mult = -0.02 + skirmishers_recruitment_cost_mult = -0.02 + archers_recruitment_cost_mult = -0.02 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_2 + levy_size = 0.02 + } + + next_building = outposts_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +outposts_03 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_3_cost + + levy = poor_building_levy_tier_3 + province_modifier = { + monthly_income = super_poor_building_tax_tier_3 + defender_holding_advantage = normal_building_advantage_tier_3 + stationed_skirmishers_damage_mult = low_maa_damage_tier_3 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_3 + stationed_archers_damage_mult = low_maa_damage_tier_3 + stationed_archers_toughness_mult = normal_maa_toughness_tier_3 + hostile_raid_time = 0.3 + travel_danger = -3 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.03 + archers_maintenance_mult = -0.03 + skirmishers_recruitment_cost_mult = -0.03 + archers_recruitment_cost_mult = -0.03 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_3 + levy_size = 0.03 + } + + next_building = outposts_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +outposts_04 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_4_cost + + levy = poor_building_levy_tier_4 + province_modifier = { + monthly_income = super_poor_building_tax_tier_4 + defender_holding_advantage = normal_building_advantage_tier_4 + stationed_skirmishers_damage_mult = low_maa_damage_tier_4 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_4 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_4 + stationed_archers_damage_mult = low_maa_damage_tier_4 + stationed_archers_toughness_mult = normal_maa_toughness_tier_4 + hostile_raid_time = 0.4 + travel_danger = -4 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.04 + archers_maintenance_mult = -0.04 + skirmishers_recruitment_cost_mult = -0.04 + archers_recruitment_cost_mult = -0.04 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_4 + levy_size = 0.04 + } + + next_building = outposts_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +outposts_05 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_5_cost + + levy = poor_building_levy_tier_5 + province_modifier = { + monthly_income = super_poor_building_tax_tier_5 + defender_holding_advantage = normal_building_advantage_tier_5 + stationed_skirmishers_damage_mult = low_maa_damage_tier_5 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_5 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_5 + stationed_archers_damage_mult = low_maa_damage_tier_5 + stationed_archers_toughness_mult = normal_maa_toughness_tier_5 + hostile_raid_time = 0.5 + travel_danger = -5 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + garrison_size = 0.05 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.05 + archers_maintenance_mult = -0.05 + skirmishers_recruitment_cost_mult = -0.05 + archers_recruitment_cost_mult = -0.05 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_5 + levy_size = 0.05 + } + + next_building = outposts_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +outposts_06 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_6_cost + + levy = poor_building_levy_tier_6 + province_modifier = { + monthly_income = super_poor_building_tax_tier_6 + defender_holding_advantage = normal_building_advantage_tier_6 + stationed_skirmishers_damage_mult = low_maa_damage_tier_6 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_6 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_6 + stationed_archers_damage_mult = low_maa_damage_tier_6 + stationed_archers_toughness_mult = normal_maa_toughness_tier_6 + hostile_raid_time = 0.6 + travel_danger = -6 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + garrison_size = 0.05 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.06 + archers_maintenance_mult = -0.06 + skirmishers_recruitment_cost_mult = -0.06 + archers_recruitment_cost_mult = -0.06 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_6 + levy_size = 0.06 + } + + next_building = outposts_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +outposts_07 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_7_cost + + levy = poor_building_levy_tier_7 + province_modifier = { + monthly_income = super_poor_building_tax_tier_7 + defender_holding_advantage = normal_building_advantage_tier_7 + stationed_skirmishers_damage_mult = low_maa_damage_tier_7 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_7 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_7 + stationed_archers_damage_mult = low_maa_damage_tier_7 + stationed_archers_toughness_mult = normal_maa_toughness_tier_7 + hostile_raid_time = 0.7 + travel_danger = -7 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + garrison_size = 0.05 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.07 + archers_maintenance_mult = -0.07 + skirmishers_recruitment_cost_mult = -0.07 + archers_recruitment_cost_mult = -0.07 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_7 + levy_size = 0.07 + } + + next_building = outposts_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +outposts_08 = { + construction_time = quick_construction_time + effect_desc = outposts_desc + + can_construct_potential = { + building_outposts_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = cheap_building_tier_8_cost + + levy = poor_building_levy_tier_8 + province_modifier = { + monthly_income = super_poor_building_tax_tier_8 + defender_holding_advantage = normal_building_advantage_tier_8 + stationed_skirmishers_damage_mult = low_maa_damage_tier_8 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_8 + stationed_skirmishers_screen_mult = normal_maa_screen_tier_8 + stationed_archers_damage_mult = low_maa_damage_tier_8 + stationed_archers_toughness_mult = normal_maa_toughness_tier_8 + hostile_raid_time = 0.8 + travel_danger = -8 + } + county_modifier = { + monthly_county_control_growth_factor = 0.15 + monthly_county_control_growth_add = 0.1 + garrison_size = 0.05 + } + character_culture_modifier = { + parameter = outposts_building_bonuses + skirmishers_maintenance_mult = -0.08 + archers_maintenance_mult = -0.08 + skirmishers_recruitment_cost_mult = -0.08 + archers_recruitment_cost_mult = -0.08 + } + province_culture_modifier = { + parameter = outposts_building_bonuses + monthly_income = super_poor_building_tax_tier_8 + levy_size = 0.08 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### barracks + +barracks_01 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + #higher innovation req? + } + + cost_gold = normal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 + stationed_pikemen_damage_mult = high_maa_damage_tier_1 + travel_danger = -1 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.1 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.20 + stationed_pikemen_damage_mult = -0.20 + stationed_maa_damage_mult = low_maa_damage_tier_1 + } + + next_building = barracks_02 + + type_icon = "icon_building_barracks.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + ai_heavy_infantry_modifier = yes + ai_pikemen_modifier = yes + modifier = { + add = non_stationed_maa_bonus + has_stationed_regiment = yes + NOR = { + has_stationed_regiment_of_base_type = pikemen + has_stationed_regiment_of_base_type = heavy_infantry + } + } + modifier = { + add = -9 + has_building_or_higher = city_01 + } + modifier = { + add = -10 + scope:holder = { + has_government = theocracy_government + highest_held_title_tier <= tier_barony + } + } + } +} + +barracks_02 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 + stationed_pikemen_damage_mult = high_maa_damage_tier_2 + travel_danger = -2 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.2 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 1 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.30 + stationed_pikemen_damage_mult = -0.30 + stationed_maa_damage_mult = low_maa_damage_tier_2 + } + + next_building = barracks_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +barracks_03 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = normal_building_levy_tier_3 + + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_3 + stationed_pikemen_damage_mult = high_maa_damage_tier_3 + stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_1 + stationed_pikemen_toughness_mult = high_maa_toughness_tier_1 + travel_danger = -3 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.3 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 1 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.40 + stationed_pikemen_damage_mult = -0.40 + stationed_heavy_infantry_toughness_mult = -0.20 + stationed_pikemen_toughness_mult = -0.20 + stationed_maa_damage_mult = low_maa_damage_tier_3 + } + + next_building = barracks_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +barracks_04 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = normal_building_levy_tier_4 + + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_1 + } + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_4 + stationed_pikemen_damage_mult = high_maa_damage_tier_4 + stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_2 + stationed_pikemen_toughness_mult = high_maa_toughness_tier_2 + travel_danger = -4 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.4 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 2 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.50 + stationed_pikemen_damage_mult = -0.50 + stationed_heavy_infantry_toughness_mult = -0.30 + stationed_pikemen_toughness_mult = -0.30 + stationed_maa_damage_mult = low_maa_damage_tier_4 + } + + next_building = barracks_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +barracks_05 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = normal_building_levy_tier_5 + + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_2 + levy_size = 0.01 + garrison_size = 0.01 + } + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_5 + stationed_pikemen_damage_mult = high_maa_damage_tier_5 + stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_3 + stationed_pikemen_toughness_mult = high_maa_toughness_tier_3 + travel_danger = -5 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.5 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 2 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.60 + stationed_pikemen_damage_mult = -0.60 + stationed_heavy_infantry_toughness_mult = -0.40 + stationed_pikemen_toughness_mult = -0.40 + stationed_maa_damage_mult = low_maa_damage_tier_5 + } + + next_building = barracks_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +barracks_06 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = normal_building_levy_tier_6 + + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_3 + levy_size = 0.02 + garrison_size = 0.02 + } + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_6 + stationed_pikemen_damage_mult = high_maa_damage_tier_6 + stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_4 + stationed_pikemen_toughness_mult = high_maa_toughness_tier_4 + travel_danger = -6 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.6 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 3 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.70 + stationed_pikemen_damage_mult = -0.70 + stationed_heavy_infantry_toughness_mult = -0.50 + stationed_pikemen_toughness_mult = -0.50 + stationed_maa_damage_mult = low_maa_damage_tier_6 + } + + next_building = barracks_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +barracks_07 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = normal_building_levy_tier_7 + + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_4 + levy_size = 0.03 + garrison_size = 0.03 + } + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_7 + stationed_pikemen_damage_mult = high_maa_damage_tier_7 + stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_5 + stationed_pikemen_toughness_mult = high_maa_toughness_tier_5 + travel_danger = -7 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.7 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 3 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.80 + stationed_pikemen_damage_mult = -0.80 + stationed_heavy_infantry_toughness_mult = -0.60 + stationed_pikemen_toughness_mult = -0.60 + stationed_maa_damage_mult = low_maa_damage_tier_7 + } + + next_building = barracks_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +barracks_08 = { + construction_time = standard_construction_time + effect_desc = tournament_cost_effect_desc + + can_construct_potential = { + building_barracks_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_barracks + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_barracks + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = normal_building_levy_tier_8 + + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_5 + levy_size = 0.04 + garrison_size = 0.04 + } + province_modifier = { + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_8 + stationed_pikemen_damage_mult = high_maa_damage_tier_8 + stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_6 + stationed_pikemen_toughness_mult = high_maa_toughness_tier_6 + travel_danger = -8 + } + character_culture_modifier = { + parameter = building_barracks_piety_bonuses + monthly_piety = 0.8 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 4 + } + + province_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + stationed_heavy_infantry_damage_mult = -0.90 + stationed_pikemen_damage_mult = -0.90 + stationed_heavy_infantry_toughness_mult = -0.70 + stationed_pikemen_toughness_mult = -0.70 + stationed_maa_damage_mult = low_maa_damage_tier_7 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +### camel_farms + +camel_farms_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + levy = small_building_levy_tier_1 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_1 + monthly_income = super_poor_building_tax_tier_1 + } + + next_building = camel_farms_02 + + type_icon = "icon_building_camel_farms.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_stables_modifier = yes + ai_stacking_bonus_horse_pastures_modifier = yes + ai_stacking_bonus_hillside_grazing_modifier = yes + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { # It now has a small economic component; build it last + add = -3 + has_building_or_higher = city_01 + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +camel_farms_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = small_building_levy_tier_2 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_2 + monthly_income = super_poor_building_tax_tier_2 + } + + county_modifier = { + supply_limit = 200 + } + + next_building = camel_farms_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +camel_farms_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = small_building_levy_tier_3 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_1 + stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_1 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_3 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1 + stationed_light_cavalry_screen_mult = low_maa_screen_tier_1 + monthly_income = super_poor_building_tax_tier_3 + } + + county_modifier = { + supply_limit = 200 + } + + next_building = camel_farms_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +camel_farms_04 = { + construction_time = standard_construction_time + effect_desc = camel_farms_effect_desc + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 02 } + scope:holder.culture = { + has_innovation = innovation_burhs + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = small_building_levy_tier_4 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_4 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_2 + stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_2 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_4 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_2 + stationed_light_cavalry_screen_mult = low_maa_screen_tier_2 + monthly_income = super_poor_building_tax_tier_4 + } + + county_modifier = { + supply_limit = 200 + } + + next_building = camel_farms_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +camel_farms_05 = { + construction_time = standard_construction_time + effect_desc = camel_farms_effect_desc + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = small_building_levy_tier_5 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_5 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_5 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_3 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_5 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_3 + stationed_light_cavalry_screen_mult = low_maa_screen_tier_3 + monthly_income = super_poor_building_tax_tier_5 + } + + county_modifier = { + supply_limit = 200 + } + + next_building = camel_farms_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +camel_farms_06 = { + construction_time = standard_construction_time + effect_desc = camel_farms_effect_desc + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 03 } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = small_building_levy_tier_6 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_6 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_4 + stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_4 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_6 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_4 + stationed_light_cavalry_screen_mult = low_maa_screen_tier_4 + monthly_income = super_poor_building_tax_tier_6 + hostile_raid_time = 0.2 + } + + county_modifier = { + supply_limit = 200 + } + + next_building = camel_farms_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +camel_farms_07 = { + construction_time = standard_construction_time + effect_desc = camel_farms_effect_desc + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = small_building_levy_tier_7 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_7 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_7 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_5 + stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_5 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_7 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_5 + stationed_light_cavalry_screen_mult = low_maa_screen_tier_5 + monthly_income = super_poor_building_tax_tier_7 + hostile_raid_time = 0.2 + } + + county_modifier = { + supply_limit = 200 + } + + next_building = camel_farms_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +camel_farms_08 = { + construction_time = standard_construction_time + effect_desc = camel_farms_effect_desc + + can_construct_potential = { + building_camel_farms_requirement_terrain = yes + } + + can_construct = { + building_requirement_castle_city_church = { LEVEL = 04 } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = small_building_levy_tier_8 + character_modifier = { + knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8 + } + + province_modifier = { + stationed_camel_cavalry_damage_mult = high_maa_damage_tier_8 + stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_8 + stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_6 + stationed_camel_cavalry_screen_mult = normal_maa_screen_tier_6 + stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8 + stationed_light_cavalry_pursuit_mult = low_maa_pursuit_tier_8 + stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_6 + stationed_light_cavalry_screen_mult = low_maa_screen_tier_6 + monthly_income = super_poor_building_tax_tier_8 + hostile_raid_time = 0.2 + } + + county_modifier = { + supply_limit = 200 + } + + type_icon = "icon_building_camel_farms.dds" + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + + +### stables + +stables_01 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + character_modifier = { + movement_speed = normal_movement_speed_tier_1 + character_travel_speed_mult = normal_movement_speed_tier_1 + } + + province_modifier = { + stationed_light_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 + } + + next_building = stables_02 + + type_icon = "icon_building_stables.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_camel_farms_modifier = yes + ai_stacking_bonus_horse_pastures_modifier = yes + ai_stacking_bonus_hillside_grazing_modifier = yes + ai_anti_synergy_armored_infantry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + ai_light_cavalry_modifier = yes + ai_heavy_cavalry_modifier = yes + ai_compensate_light_cavalry_modifier = yes # Specifically for buildings that boosts HC and LC + ai_compensate_heavy_cavalry_modifier = yes # Specifically for buildings that boosts HC and LC + modifier = { + add = non_stationed_maa_bonus + has_stationed_regiment = yes + NOR = { + has_stationed_regiment_of_base_type = light_cavalry + has_stationed_regiment_of_base_type = heavy_cavalry + } + } + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 0 + building_hillside_grazing_requirement_terrain = yes + NOT = { + has_building_or_higher = hillside_grazing_01 + } + } + modifier = { + factor = 0 + building_warrior_lodges_requirement_terrain = yes + NOT = { + has_building_or_higher = warrior_lodges_01 + } + } + modifier = { + add = -9 + has_building_or_higher = city_01 + } + modifier = { + add = -3 + OR = { + exists = barony.lessee + scope:holder = { + highest_held_title_tier <= tier_barony + } + } + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +stables_02 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + character_modifier = { + movement_speed = normal_movement_speed_tier_2 + character_travel_speed_mult = normal_movement_speed_tier_2 + } + + province_modifier = { + stationed_light_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 + } + + next_building = stables_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +stables_03 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + levy = normal_building_levy_tier_3 + + character_modifier = { + movement_speed = normal_movement_speed_tier_3 + character_travel_speed_mult = normal_movement_speed_tier_3 + } + + province_modifier = { + stationed_light_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_3 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_1 + stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_1 + } + + next_building = stables_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +stables_04 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + levy = normal_building_levy_tier_4 + + character_modifier = { + movement_speed = normal_movement_speed_tier_4 + character_travel_speed_mult = normal_movement_speed_tier_4 + } + + province_modifier = { + stationed_light_cavalry_damage_mult = high_maa_damage_tier_4 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_4 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_2 + stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_2 + } + + next_building = stables_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +stables_05 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + levy = normal_building_levy_tier_5 + + character_modifier = { + movement_speed = normal_movement_speed_tier_5 + character_travel_speed_mult = normal_movement_speed_tier_5 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_5 + stationed_light_cavalry_screen_mult = normal_maa_screen_tier_1 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_5 + stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_3 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_5 + stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_1 + stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_1 + } + + next_building = stables_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +stables_06 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + levy = normal_building_levy_tier_6 + + character_modifier = { + movement_speed = normal_movement_speed_tier_6 + character_travel_speed_mult = normal_movement_speed_tier_6 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_4 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_6 + stationed_light_cavalry_screen_mult = normal_maa_screen_tier_2 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_6 + stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_4 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_6 + stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_2 + stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_2 + } + + next_building = stables_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +stables_07 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + levy = normal_building_levy_tier_7 + + character_modifier = { + movement_speed = normal_movement_speed_tier_7 + character_travel_speed_mult = normal_movement_speed_tier_7 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_5 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_7 + stationed_light_cavalry_screen_mult = normal_maa_screen_tier_3 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_7 + stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_5 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_7 + stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_3 + stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_3 + } + + next_building = stables_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +stables_08 = { + construction_time = quick_construction_time + effect_desc = stables_effect_desc + + can_construct_potential = { + building_stables_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_stables + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_stables + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + levy = normal_building_levy_tier_8 + + character_modifier = { + movement_speed = normal_movement_speed_tier_8 + character_travel_speed_mult = normal_movement_speed_tier_8 + } + + province_modifier = { + stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_6 + stationed_light_cavalry_damage_mult = high_maa_damage_tier_8 + stationed_light_cavalry_screen_mult = normal_maa_screen_tier_4 + stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_8 + stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_6 + stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_8 + stationed_heavy_cavalry_screen_mult = normal_maa_screen_tier_4 + stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_4 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + + } +} + + +### smiths + +smiths_01 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_duel_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_smiths_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_1 + tax_mult = low_building_tax_mult_tier_1 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_1 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_1 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 1 + } + + next_building = smiths_02 + + type_icon = "icon_building_smiths.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + ai_stacking_bonus_warrior_lodges_modifier = yes + ai_stacking_bonus_wind_furnaces_modifier = yes + ai_anti_synergy_cavalry_modifier = yes + ai_anti_synergy_light_infantry_modifier = yes + ai_heavy_infantry_modifier = yes + ai_pikemen_modifier = yes + modifier = { + add = non_stationed_maa_bonus + has_stationed_regiment = yes + NOR = { + has_stationed_regiment_of_base_type = pikemen + has_stationed_regiment_of_base_type = heavy_infantry + } + } + modifier = { + factor = 0 + building_regimental_grounds_requirement_terrain = yes + NOT = { + has_building_or_higher = regimental_grounds_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_orchards_requirement_terrain = yes + NOT = { + has_building_or_higher = orchards_01 + } + } + modifier = { + factor = 0 + building_horse_pastures_requirement_terrain = yes + NOT = { + has_building_or_higher = horse_pastures_01 + } + } + modifier = { + factor = 0 + building_hillside_grazing_requirement_terrain = yes + NOT = { + has_building_or_higher = hillside_grazing_01 + } + } + modifier = { + factor = 0 + building_warrior_lodges_requirement_terrain = yes + NOT = { + has_building_or_higher = warrior_lodges_01 + } + } + modifier = { + add = -9 + has_building_or_higher = city_01 + } + modifier = { + add = -3 + OR = { + exists = barony.lessee + scope:holder = { + highest_held_title_tier <= tier_barony + } + } + } + modifier = { + add = -10 + scope:holder = { + OR = { + AND = { + government_has_flag = government_is_theocracy + highest_held_title_tier <= tier_barony + } + is_theocratic_lessee = yes + } + } + } + } +} + +smiths_02 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_duel_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_smiths_requirement_terrain = yes + building_requirement_castle_city_church = { LEVEL = 01 } + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_barracks + } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_2 + tax_mult = low_building_tax_mult_tier_2 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_2 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_2 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 1 + men_at_arms_limit = 1 + } + + next_building = smiths_03 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +smiths_03 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_duel_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_smiths_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_3 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + tax_mult = low_building_tax_mult_tier_3 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_3 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_3 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 2 + men_at_arms_limit = 1 + } + + + next_building = smiths_04 + + ai_value = { + base = 8 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +smiths_04 = { + construction_time = quick_construction_time + effect_desc = { + triggered_desc = { + trigger = { has_dlc_feature = tours_and_tournaments } + desc = tournament_duel_cost_discount_effect_toto_desc + } + } + can_construct_potential = { + building_smiths_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + building_requirement_castle_city_church = { LEVEL = 01 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + tax_mult = low_building_tax_mult_tier_4 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_4 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_4 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 2 + men_at_arms_limit = 1 + } + + next_building = smiths_05 + + ai_value = { + base = 7 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +smiths_05 = { + construction_time = quick_construction_time + effect_desc = smiths_effect_desc + + can_construct_potential = { + building_smiths_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + scope:holder.culture = { + has_innovation = innovation_burhs + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_5 + stationed_maa_toughness_mult = normal_maa_toughness_tier_3 + tax_mult = low_building_tax_mult_tier_5 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_5 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_5 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 3 + men_at_arms_limit = 1 + } + + next_building = smiths_06 + + ai_value = { + base = 6 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +smiths_06 = { + construction_time = quick_construction_time + effect_desc = smiths_effect_desc + + can_construct_potential = { + building_smiths_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 02 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_6 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + tax_mult = low_building_tax_mult_tier_6 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_6 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_6 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 3 + men_at_arms_limit = 2 + } + + next_building = smiths_07 + + ai_value = { + base = 5 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +smiths_07 = { + construction_time = quick_construction_time + effect_desc = smiths_effect_desc + + can_construct_potential = { + building_smiths_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_7 + stationed_maa_toughness_mult = normal_maa_toughness_tier_5 + tax_mult = low_building_tax_mult_tier_7 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_7 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_7 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 4 + men_at_arms_limit = 2 + } + + next_building = smiths_08 + + ai_value = { + base = 4 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +smiths_08 = { + construction_time = quick_construction_time + effect_desc = smiths_effect_desc + + can_construct_potential = { + building_smiths_requirement_terrain = yes + } + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_smiths + } + } + } + scope:holder.culture = { + has_innovation = innovation_royal_armory + } + building_requirement_castle_city_church = { LEVEL = 04 } + } + trigger_else = { + culture = { + has_cultural_parameter = next_level_smiths + } + scope:holder.culture = { + has_innovation = innovation_castle_baileys + } + building_requirement_castle_city_church = { LEVEL = 03 } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_8 + stationed_maa_toughness_mult = normal_maa_toughness_tier_6 + tax_mult = low_building_tax_mult_tier_8 + } + county_modifier = { + levy_reinforcement_rate = normal_levy_reinforcement_rate_tier_8 + } + character_modifier = { + knight_effectiveness_mult = normal_knight_effectiveness_mult_tier_8 + } + + character_culture_modifier = { + parameter = frugal_blacksmith_maa_size + knight_limit = 4 + men_at_arms_limit = 3 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + directive_to_build_military_modifier = yes + } +} diff --git a/common/buildings/00_temple_buildings.txt b/common/buildings/00_temple_buildings.txt new file mode 100644 index 00000000..c4d0dd10 --- /dev/null +++ b/common/buildings/00_temple_buildings.txt @@ -0,0 +1,3187 @@ +@illustration_christian = "gfx/interface/illustrations/holding_types/temple_christian.dds" +@illustration_generic_grass = "gfx/interface/illustrations/holding_types/temple_generic_grass.dds" +@illustration_generic_arid = "gfx/interface/illustrations/holding_types/temple_generic_arid.dds" +@illustration_india = "gfx/interface/illustrations/holding_types/temple_india.dds" +@illustration_islamic = "gfx/interface/illustrations/holding_types/temple_islamic.dds" +@illustration_orthodox = "gfx/interface/illustrations/holding_types/temple_orthodox.dds" +@illustration_northern_pagan = "gfx/interface/illustrations/holding_types/temple_northern_pagan.dds" +@illustration_iberian_christian = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_christian.dds" +@illustration_iberian_islamic = "gfx/interface/illustrations/holding_types/fp2_temple_iberian_islamic.dds" +@illustration_iranian_zoroastrian = "gfx/interface/illustrations/holding_types/fp3_temple_iranian_zoroastrian.dds" + +temple_01 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + barony_cannot_construct_holding = no + } + + can_construct = { + trigger_if = { + limit = { + NOR = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_city_planning + } + } + trigger_else = { + scope:holder.culture = { + OR = { + has_cultural_parameter = tribals_can_into_temples + has_cultural_parameter = temple_next_level + } + } + } + + } + + can_construct_showing_failures_only = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + building_requirement_tribal = no + building_requirement_tribal_holding_in_county = yes + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = tribals_can_into_temples + } + } + } + cost_gold = main_building_tier_1_cost + next_building = temple_02 + + levy = poor_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = normal_building_tax_tier_3 + stationed_maa_damage_mult = low_maa_damage_tier_1 + stationed_maa_toughness_mult = low_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_1 + travel_danger = -10 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + flag = temple + + type_icon = "icon_building_monastic_schools.dds" + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = major_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = extra_piety_from_temple_construction + } + } + county.holder = { add_piety = omega_piety_gain } + } + else = { + county.holder = { add_piety = massive_piety_gain } + } + save_scope_as = temple_location + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 5 + desc = fervor_gain_built_temple_holding + } + } + } + else = { + county.holder.faith = { + change_fervor = { + value = 1 + desc = fervor_gain_built_temple_holding + } + } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = prestige_from_temple_construction + } + } + county.holder = { add_prestige = massive_prestige_gain } + } + + #Holy Legend Seed drop + if = { + limit = { + county.holder = { has_dlc_feature = legends } + county.holder = { + NOR = { + has_game_rule = historical_legends_only + has_personal_legend_seed = holy + } + } + } + random = { + chance = { + value = 10 + if = { + limit = { county.holder.piety_level >= high_piety_level } + add = 15 #25% + } + if = { + limit = { county.holder.piety_level >= max_piety_level } + add = 25 #50% + } + } + county.holder = { + send_interface_toast = { + type = msg_legend_seed_created + title = holy_seed_toast + left_icon = root.barony + create_legend_seed = { + type = holy + quality = famed + chronicle = saintly_building + properties = { + location = prev + religion = this.religion + faith = this.faith + } + } + } + } + } + } + + #to give follow-up to the vassal.1001 event + hidden_effect = { + if = { + limit = { + exists = province_owner + } + province_owner = { + save_scope_as = owner_of_province + + scope:owner_of_province = { + if = { #Religious liege asked me to build a temple + limit = { + exists = var:promised_to_build_temple + var:promised_to_build_temple = { + is_alive = yes + faith = scope:owner_of_province.faith + } + has_character_flag = promised_liege_temple + } + trigger_event = vassal.1010 + } + if = { #Religious vassal asked me to build a temple + limit = { + exists = var:promised_to_build_temple + var:promised_to_build_temple = { + is_alive = yes + faith = scope:owner_of_province.faith + } + has_character_flag = promised_vassal_temple + } + trigger_event = vassal.1110 + } + + #To remove the variables if the character has died or someone has changed their faith + if = { + limit = { + exists = var:promised_to_build_temple + OR = { + var:promised_to_build_temple = { is_alive = no } + NOT = { faith = scope:owner_of_province.faith } + } + } + remove_variable = promised_to_build_temple + } + } + } + } + } + county.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_construction_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_construction + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_construction_opinion + } + } + } + } + } + } + + ai_value = { + base = 100 + modifier = { + factor = 0 + scope:holder = { + NOT = { government_has_flag = government_is_theocracy } + } + } + modifier = { + add = 50 + county = { + NOT = { + any_county_province = { + has_building_or_higher = temple_01 + } + } + } + } + } +} + +temple_02 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_01_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_01_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 0 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_01_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_01_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_01_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_01_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_01_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_01_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_01_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 0 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_manorialism + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_city_planning + } + } + } + cost_gold = main_building_tier_2_cost + next_building = temple_03 + + levy = poor_building_levy_tier_3 + max_garrison = normal_building_max_garrison_tier_3 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = normal_building_tax_tier_5 + stationed_maa_damage_mult = low_maa_damage_tier_2 + stationed_maa_toughness_mult = low_maa_toughness_tier_2 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_2 + travel_danger = -12 + } + + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 6 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.1 + free_building_slots >= 1 + } + modifier = { + factor = 0.1 + combined_building_level <= 10 + years_from_game_start >= 1 + } + modifier = { + factor = 0.3 + years_from_game_start <= 0.05 + } + } +} + +temple_03 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_02_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_windmills + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_manorialism + } + } + } + cost_gold = main_building_tier_3_cost + next_building = temple_04 + + levy = poor_building_levy_tier_5 + max_garrison = normal_building_max_garrison_tier_5 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3 + province_modifier = { + monthly_income = normal_building_tax_tier_7 + stationed_maa_damage_mult = low_maa_damage_tier_3 + stationed_maa_toughness_mult = low_maa_toughness_tier_3 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_3 + travel_danger = -14 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 4 + } + + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 5 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 20 + years_from_game_start >= 1 + } + } +} + +temple_04 = { + construction_time = slow_construction_time + + ### GENERIC ### + asset = { + type = pdxmesh + name = "building_western_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_generic_02_mesh" + illustration = @illustration_generic_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_generic_02_mesh" + illustration = @illustration_generic_arid + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/generic_temple" soundparameter = { "Tier" = 1 } } + graphical_regions = { "graphical_mena" } + } + + asset = { + type = pdxmesh + name = "building_western_temple_pagan_02_mesh" + illustration = @illustration_northern_pagan + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/pagan_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "pagan_gfx" } + } + + ### DHARMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_dharmic_02_mesh" + illustration = @illustration_india + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/dharmic_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "dharmic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ORTHODOX ### + asset = { + type = pdxmesh + name = "building_western_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_orthodox_02_mesh" + illustration = @illustration_orthodox + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/orthodox_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "orthodox_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### CATHOLIC ### + asset = { + type = pdxmesh + name = "building_western_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_christian_02_mesh" + illustration = @illustration_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_regions = { "graphical_mena" } + } + + ### ISLAMIC ### + asset = { + type = pdxmesh + name = "building_western_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + } + asset = { + type = pdxmesh + name = "building_mediterranean_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mediterranean" } + } + asset = { + type = pdxmesh + name = "building_indian_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_india" } + } + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_regions = { "graphical_mena" } + } + # FP2 Catholic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_christian_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_christian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/church_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "catholic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP2 Islamic variant for Iberia + asset = { + type = pdxmesh + name = "fp2_building_iberian_mosque_02_mesh" + requires_dlc_flag = the_fate_of_iberia + illustration = @illustration_iberian_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + } + + # FP3 Zoroastrian + asset = { + type = pdxmesh + name = "building_mena_temple_islamic_02_mesh" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_islamic + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } + graphical_faiths = { "islamic_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + asset = { + type = entity + name = "fp3_building_persian_temple_02_a_01_entity" + requires_dlc_flag = legacy_of_persia + illustration = @illustration_iranian_zoroastrian + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Temples/mosque_temple" soundparameter = { "Tier" = 1 } } ##todo_cd_polish fix + graphical_faiths = { "zoroastrian_gfx" } + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena } + } + + can_construct_potential = { + building_requirement_tribal = no + } + can_construct = { + trigger_if = { + limit = { + NOT = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + } + } + } + scope:holder.culture = { + has_innovation = innovation_cranes + } + } + trigger_else = { + scope:holder.culture = { + has_cultural_parameter = temple_next_level + has_innovation = innovation_windmills + } + } + } + cost_gold = main_building_tier_4_cost + + levy = poor_building_levy_tier_7 + max_garrison = normal_building_max_garrison_tier_7 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4 + province_modifier = { + monthly_income = good_building_tax_tier_6 + stationed_maa_damage_mult = low_maa_damage_tier_4 + stationed_maa_toughness_mult = low_maa_toughness_tier_4 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_4 + travel_danger = -16 + } + province_terrain_modifier = { + parameter = coastal_holding_bonuses + is_coastal = yes + build_speed = -0.1 + } + + province_terrain_modifier = { + parameter = maritime_mercantilism_coastal_holdings + is_coastal = yes + tax_mult = maritime_mercantilism_coastal_holdings_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 5 + } + + flag = temple + + on_complete = { + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = renown_from_temple_construction + } + exists = county.holder.dynasty + } + county.holder.dynasty = { add_dynasty_prestige = medium_dynasty_prestige_value } + } + if = { + limit = { + county.holder.culture = { + has_cultural_parameter = more_fervor_on_church_construction + } + } + county.holder.faith = { + change_fervor = { + value = 2 + desc = fervor_gain_upgraded_temple_holding_culture_parameter + } + } + } + barony.holder = { + if = { + limit = { + any_vassal = { + has_vassal_stance = parochial + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = parochial_vassal_approves_holding_upgrade + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = parochial + } + add_opinion = { + target = prev + modifier = parochial_approves_holding_upgrade_opinion + } + } + } + } + if = { + limit = { + any_vassal = { + has_vassal_stance = zealot + } + save_temporary_scope_as = holder_scope + } + custom_tooltip = zealot_vassal_approves_holding_upgrade + + hidden_effect = { + every_vassal = { + limit = { + has_vassal_stance = zealot + } + add_opinion = { + target = prev + modifier = zealot_approves_temple_upgrade_opinion + } + } + } + } + } + } + + ai_value = { + base = 4 + modifier = { + factor = 2 + scope:holder.capital_province = this + } + modifier = { + factor = 0.2 + combined_building_level <= 30 + years_from_game_start >= 1 + } + } +} + +#### +# +# Temple Buildings +# +#### + +### Scriptorium + +scriptorium_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.05 + legitimacy_gain_mult = 0.01 + } + + character_modifier = { + monthly_piety = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + + next_building = scriptorium_02 + + type_icon = "icon_building_library.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 250 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + modifier = { + factor = 0 + NOT = { + has_building_or_higher = monastic_schools_01 + } + } + modifier = { + factor = 0 + building_farm_estates_requirement_terrain = yes + NOT = { + has_building_or_higher = farm_estates_01 + } + } + modifier = { + factor = 0 + building_cereal_fields_requirement_terrain = yes + NOT = { + has_building_or_higher = cereal_fields_01 + } + } + } +} + +scriptorium_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + culture = { + has_innovation = innovation_city_planning + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.1 + legitimacy_gain_mult = 0.02 + } + + character_modifier = { + monthly_piety = 0.2 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + + next_building = scriptorium_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_03 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_02 + culture = { + has_innovation = innovation_manorialism + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.15 + legitimacy_gain_mult = 0.03 + } + + character_modifier = { + monthly_piety = 0.3 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + } + + next_building = scriptorium_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_04 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_02 + culture = { + has_innovation = innovation_manorialism + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.2 + legitimacy_gain_mult = 0.04 + } + + character_modifier = { + monthly_piety = 0.4 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + + next_building = scriptorium_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_05 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_windmills + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.25 + legitimacy_gain_mult = 0.05 + } + + character_modifier = { + monthly_piety = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + + next_building = scriptorium_06 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_06 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_windmills + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.3 + legitimacy_gain_mult = 0.06 + } + + character_modifier = { + monthly_piety = 0.6 + } + county_modifier = { + monthly_county_control_growth_add = 0.6 + } + + next_building = scriptorium_07 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_07 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_04 + culture = { + has_innovation = innovation_cranes + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.35 + legitimacy_gain_mult = 0.07 + } + + character_modifier = { + monthly_piety = 0.7 + } + county_modifier = { + monthly_county_control_growth_add = 0.7 + } + + next_building = scriptorium_08 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +scriptorium_08 = { + construction_time = standard_construction_time + + can_construct = { + has_building_or_higher = temple_03 + culture = { + has_innovation = innovation_cranes + } + scope:holder = { has_dlc_feature = legends } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + county_holder_character_modifier = { + owned_legend_spread_mult = 0.4 + legitimacy_gain_mult = 0.08 + } + + character_modifier = { + monthly_piety = 0.8 + } + county_modifier = { + monthly_county_control_growth_add = 0.8 + } + + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +### Monastic School + +monastic_schools_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = 0.1 + } + county_modifier = { + monthly_county_control_growth_add = 0.1 + } + province_modifier = { + monthly_income = poor_building_tax_tier_1 + epidemic_resistance = 4 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 1 + } + + next_building = monastic_schools_02 + + type_icon = "icon_building_monastic_schools.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +monastic_schools_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + culture = { + OR = { + has_innovation = innovation_city_planning + has_cultural_parameter = next_level_monasteries + } + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = 0.2 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + province_modifier = { + monthly_income = poor_building_tax_tier_2 + epidemic_resistance = 6 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.1 + learning = 1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 1 + martial = 1 + } + + next_building = monastic_schools_03 + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_03 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = temple_02 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = 0.3 + } + county_modifier = { + monthly_county_control_growth_add = 0.3 + } + province_modifier = { + monthly_income = poor_building_tax_tier_3 + epidemic_resistance = 8 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.2 + learning = 1 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 2 + martial = 1 + } + + next_building = monastic_schools_04 + ai_value = { + base = 8 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_04 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_manorialism + } + has_building_or_higher = temple_02 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_01 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = 0.4 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + province_modifier = { + monthly_income = poor_building_tax_tier_4 + epidemic_resistance = 10 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.2 + learning = 2 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 2 + martial = 2 + } + + next_building = monastic_schools_05 + ai_value = { + base = 7 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_05 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_windmills + } + has_building_or_higher = temple_03 + } + trigger_else = { + culture = { + has_innovation = innovation_city_planning + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.5 + } + province_modifier = { + monthly_income = poor_building_tax_tier_5 + epidemic_resistance = 12 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.3 + learning = 2 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 3 + martial = 2 + } + + next_building = monastic_schools_06 + ai_value = { + base = 6 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_06 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_windmills + } + has_building_or_higher = temple_03 + } + trigger_else = { + culture = { + has_innovation = innovation_manorialism + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_02 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + character_modifier = { + monthly_piety = 0.6 + } + county_modifier = { + monthly_county_control_growth_add = 0.6 + } + province_modifier = { + monthly_income = poor_building_tax_tier_6 + epidemic_resistance = 14 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.3 + learning = 3 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 3 + martial = 3 + } + + next_building = monastic_schools_07 + ai_value = { + base = 5 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_07 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = temple_04 + } + trigger_else = { + culture = { + has_innovation = innovation_windmills + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + character_modifier = { + monthly_piety = 0.7 + } + county_modifier = { + monthly_county_control_growth_add = 0.7 + } + province_modifier = { + monthly_income = poor_building_tax_tier_7 + epidemic_resistance = 16 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.4 + learning = 3 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 4 + martial = 3 + } + + next_building = monastic_schools_08 + ai_value = { + base = 4 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +monastic_schools_08 = { + construction_time = standard_construction_time + + can_construct = { + trigger_if = { + limit = { + NOT = { + culture = { + has_cultural_parameter = next_level_monasteries + } + } + } + culture = { + has_innovation = innovation_cranes + } + has_building_or_higher = temple_04 + } + trigger_else = { + culture = { + has_innovation = innovation_windmills + } + culture = { + has_cultural_parameter = next_level_monasteries + } + has_building_or_higher = temple_03 + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + character_modifier = { + monthly_piety = 0.8 + } + county_modifier = { + monthly_county_control_growth_add = 0.8 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + epidemic_resistance = 18 + } + + character_culture_modifier = { + parameter = monastic_monastery_learning_bonus + monthly_learning_lifestyle_xp_gain_mult = 0.4 + learning = 4 + } + + character_culture_modifier = { + parameter = monastery_prowess_martial_bonus + prowess = 4 + martial = 4 + } + + ai_value = { + base = 3 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +### Megaliths + +megalith_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + show_disabled = yes + + cost_gold = normal_building_tier_1_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.02 + county_opinion_add = 2 + } + province_modifier = { + } + + next_building = megalith_02 + + type_icon = "icon_megalith.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +megalith_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + } + + can_construct_showing_failures_only = { + #building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_2_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.05 + county_opinion_add = 2 + } + province_modifier = { + } + + next_building = megalith_03 + ai_value = { + base = 9 + directive_to_build_economy_modifier = yes + } +} + +megalith_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_01 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_3_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.1 + county_opinion_add = 4 + } + province_modifier = { + } + + next_building = megalith_04 + ai_value = { + base = 8 + directive_to_build_economy_modifier = yes + } +} + +megalith_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_4_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.15 + county_opinion_add = 4 + development_growth = 0.025 + } + province_modifier = { + } + + next_building = megalith_05 + ai_value = { + base = 7 + directive_to_build_economy_modifier = yes + } +} + +megalith_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_5 + monthly_prestige = poor_building_tax_tier_1 + } + county_modifier = { + development_growth_factor = 0.2 + county_opinion_add = 6 + development_growth = 0.025 + } + province_modifier = { + } + + next_building = megalith_06 + ai_value = { + base = 6 + directive_to_build_economy_modifier = yes + } +} + +megalith_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_6 + monthly_prestige = poor_building_tax_tier_2 + } + county_modifier = { + development_growth_factor = 0.25 + county_opinion_add = 6 + development_growth = 0.05 + } + province_modifier = { + } + + next_building = megalith_07 + ai_value = { + base = 5 + directive_to_build_economy_modifier = yes + } +} + +megalith_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_7 + monthly_prestige = poor_building_tax_tier_3 + } + county_modifier = { + development_growth_factor = 0.3 + county_opinion_add = 8 + development_growth = 0.05 + } + province_modifier = { + } + + next_building = megalith_08 + ai_value = { + base = 4 + directive_to_build_economy_modifier = yes + } +} + +megalith_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + has_building_or_higher = temple_02 + scope:holder.faith = { + has_doctrine_parameter = can_build_megaliths + } + culture = { + has_innovation = innovation_city_planning + } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + is_enabled = { + custom_tooltip = { + text = province_is_of_a_megalith_faith_tt + county.faith = { has_doctrine_parameter = can_build_megaliths } + } + } + + cost_gold = normal_building_tier_5_cost + + character_modifier = { + monthly_piety = poor_building_tax_tier_8 + monthly_prestige = poor_building_tax_tier_4 + } + county_modifier = { + development_growth_factor = 0.35 + county_opinion_add = 8 + development_growth = 0.075 + } + province_modifier = { + } + + ai_value = { + base = 3 + directive_to_build_economy_modifier = yes + } +} + +### Breweries (Monks) +breweries_01 = { + construction_time = standard_construction_time + + can_construct_potential = { + building_breweries_requirement = { NUMBER = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_1_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 5 + monthly_county_control_growth_add = 0.05 + development_growth_factor = 0.02 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_1 + } + + next_building = breweries_02 + + type_icon = "icon_building_breweries.dds" + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +breweries_02 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_city_planning } + building_breweries_requirement = { NUMBER = 01 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_2_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 10 + monthly_county_control_growth_add = 0.1 + development_growth_factor = 0.04 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + } + + next_building = breweries_03 + + ai_value = { + base = 10 + ai_tier_1_building_modifier = yes + modifier = { + add = 500 + scope:holder = { + OR = { + highest_held_title_tier = tier_barony + government_has_flag = government_is_theocracy + is_theocratic_lessee = yes + } + } + } + modifier = { + factor = 2 + free_building_slots <= 1 + } + } +} + +breweries_03 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_manorialism } + building_breweries_requirement = { NUMBER = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_3_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 15 + monthly_county_control_growth_add = 0.15 + development_growth_factor = 0.06 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_3 + } + + next_building = breweries_04 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_04 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_manorialism } + building_breweries_requirement = { NUMBER = 02 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_4_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 20 + monthly_county_control_growth_add = 0.20 + development_growth_factor = 0.08 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + } + + next_building = breweries_05 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_05 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_windmills } + building_breweries_requirement = { NUMBER = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_5_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 25 + monthly_county_control_growth_add = 0.25 + development_growth_factor = 0.10 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_5 + } + + next_building = breweries_06 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_06 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_windmills } + building_breweries_requirement = { NUMBER = 03 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_6_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 30 + monthly_county_control_growth_add = 0.30 + development_growth_factor = 0.12 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_6 + } + + next_building = breweries_07 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_07 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_cranes } + building_breweries_requirement = { NUMBER = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_7_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 35 + monthly_county_control_growth_add = 0.35 + development_growth_factor = 0.14 + } + + province_modifier = { + monthly_income = poor_building_tax_tier_7 + } + + next_building = breweries_08 + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} + +breweries_08 = { + construction_time = standard_construction_time + + can_construct_potential = { + culture = { has_innovation = innovation_cranes } + building_breweries_requirement = { NUMBER = 04 } + } + + can_construct_showing_failures_only = { + building_requirement_tribal = no + } + + cost_gold = normal_building_tier_8_cost + + effect_desc = brewery_effect_desc + + county_modifier = { + county_opinion_add = 40 + monthly_county_control_growth_add = 0.40 + development_growth_factor = 0.16 + } + province_modifier = { + monthly_income = poor_building_tax_tier_8 + } + + ai_value = { + base = 9 + ai_general_building_modifier = yes + ai_economical_building_preference_modifier = yes + modifier = { # Fill all building slots before going for upgrades + factor = 0 + free_building_slots > 0 + } + } +} diff --git a/common/buildings/00_tribal_buildings.txt b/common/buildings/00_tribal_buildings.txt new file mode 100644 index 00000000..81321a8a --- /dev/null +++ b/common/buildings/00_tribal_buildings.txt @@ -0,0 +1,510 @@ +@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds" +@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds" + +# Tribal Hold +tribe_01 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + building_western_tribal_01_a_mesh + } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_mena_tribal_01_a_mesh" + } + graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_steppe_tribal_01_a_mesh" + } + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_india_tribal_01_a_mesh" + } + graphical_cultures = { indian_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_african_tribal_01_a_mesh" + } + graphical_cultures = { african_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "fp1_building_norse_tribal_mesh" + } + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + always = no #Tribes are set at game start. + } + + cost_prestige = expensive_building_tier_3_cost + cost_gold = expensive_building_tier_1_cost + next_building = tribe_02 + + levy = normal_building_levy_tier_3 + max_garrison = good_building_max_garrison_tier_1 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1 + province_modifier = { + monthly_income = poor_building_tax_tier_1 + fort_level = 1 + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + province_terrain_modifier = { + parameter = tribal_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 2 + } + + province_culture_modifier = { + parameter = tribal_holding_stationed_bonus + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = tribe_02 + + type_icon = "icon_building_longhouses.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + } +} + +tribe_02 = { + construction_time = slow_construction_time + + asset = { + type = pdxmesh + names = { + building_western_tribal_01_a_mesh + } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_mena_tribal_01_a_mesh" + } + graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_steppe_tribal_01_a_mesh" + } + graphical_cultures = { steppe_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_india_tribal_01_a_mesh" + } + graphical_cultures = { indian_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "building_african_tribal_01_a_mesh" + } + graphical_cultures = { african_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + asset = { + type = pdxmesh + names = { + "fp1_building_norse_tribal_mesh" + } + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + illustration = @holding_illustration_grass + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } } + } + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_plenary_assemblies } + } + } + + cost_prestige = expensive_building_tier_3_cost + cost_gold = expensive_building_tier_1_cost + + levy = normal_building_levy_tier_5 + max_garrison = good_building_max_garrison_tier_2 + garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2 + province_modifier = { + monthly_income = poor_building_tax_tier_3 + fort_level = 2 + stationed_maa_damage_mult = normal_maa_damage_tier_4 + stationed_maa_toughness_mult = normal_maa_toughness_tier_4 + } + + province_terrain_modifier = { + parameter = tribal_holding_fort_level_in_jungle_bonus + terrain = jungle + additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value + } + + province_terrain_modifier = { + parameter = coastal_holdings_give_defensive_bonus + is_coastal = yes + defender_holding_advantage = 3 + } + + province_culture_modifier = { + parameter = tribal_holding_stationed_bonus + stationed_maa_damage_mult = normal_maa_damage_tier_2 + stationed_maa_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 1 + } +} + +longhouses_01 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + + character_modifier = { + monthly_prestige = 0.25 + } + county_modifier = { + monthly_county_control_growth_add = 0.2 + } + + next_building = longhouses_02 + + type_icon = "icon_building_longhouses.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +longhouses_02 = { + construction_time = slow_construction_time + effect_desc = longhouses_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + + character_modifier = { + monthly_prestige = 0.5 + } + county_modifier = { + monthly_county_control_growth_add = 0.4 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# War Camps + +war_camps_01 = { + construction_time = slow_construction_time + effect_desc = tournament_cost_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = excellent_building_levy_tier_1 + + character_modifier = { + knight_limit = 1 + knight_effectiveness_mult = 0.1 + } + + province_modifier = { + stationed_skirmishers_damage_mult = high_maa_damage_tier_1 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1 + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1 + stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = war_camps_02 + + type_icon = "icon_building_warcamps.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +war_camps_02 = { + construction_time = slow_construction_time + effect_desc = tournament_cost_effect_desc + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_barracks } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = excellent_building_levy_tier_2 + + character_modifier = { + knight_limit = 2 + knight_effectiveness_mult = 0.2 + } + + province_modifier = { + stationed_skirmishers_damage_mult = high_maa_damage_tier_2 + stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2 + stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2 + stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2 + stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2 + stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2 + } + + character_culture_modifier = { + parameter = strength_in_numbers_maa_limit_bonus + men_at_arms_limit = 1 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Palisades + +palisades_01 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + levy = normal_building_levy_tier_1 + max_garrison = normal_building_max_garrison_tier_1 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_1 + fort_level = normal_building_fort_level_tier_1 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_1 + stationed_archers_toughness_mult = normal_maa_toughness_tier_1 + stationed_pikemen_damage_mult = high_maa_damage_tier_1 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1 + } + + next_building = palisades_02 + + type_icon = "icon_building_palisades.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_military_modifier = yes + } +} + +palisades_02 = { + construction_time = standard_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_motte } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + levy = normal_building_levy_tier_2 + max_garrison = normal_building_max_garrison_tier_2 + province_modifier = { + defender_holding_advantage = normal_building_advantage_tier_2 + fort_level = normal_building_fort_level_tier_2 + } + + province_modifier = { + stationed_archers_damage_mult = high_maa_damage_tier_2 + stationed_archers_toughness_mult = normal_maa_toughness_tier_2 + stationed_pikemen_damage_mult = high_maa_damage_tier_2 + stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2 + } + + ai_value = { + base = 1 + directive_to_build_military_modifier = yes + } +} + +# Market Villages + +market_villages_01 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + + cost_prestige = expensive_building_tier_1_cost + cost_gold = tribal_building_tier_1_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_2 + supply_limit = 500 + } + + next_building = market_villages_02 + + type_icon = "icon_building_market_villages.dds" + + ai_value = { + base = 1 + ai_tier_1_building_modifier = yes + directive_to_build_economy_modifier = yes + } +} + +market_villages_02 = { + construction_time = quick_construction_time + + is_enabled = { + building_requirement_tribal = yes + } + can_construct_potential = { + has_building_or_higher = tribe_01 + } + can_construct_showing_failures_only = { + scope:holder = { + culture = { has_innovation = innovation_city_planning } + } + } + + cost_prestige = expensive_building_tier_2_cost + cost_gold = tribal_building_tier_2_cost + + province_modifier = { + monthly_income = poor_building_tax_tier_4 + supply_limit = 1000 + } + + ai_value = { + base = 1 + directive_to_build_economy_modifier = yes + } +} diff --git a/common/buildings/99_background_graphics_buildings.txt b/common/buildings/99_background_graphics_buildings.txt new file mode 100644 index 00000000..6d8c7512 --- /dev/null +++ b/common/buildings/99_background_graphics_buildings.txt @@ -0,0 +1,416 @@ +# These buildings are only for showing background graphics, e.g. the walls around holdings + +# No Walls +walls_00 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + name = "western_walls_00_mesh" + } + + is_enabled = { + OR = { + AND = { + is_county_capital = no + fort_level < 1 + } + # Using the no_wall holding graphics for cities with special walls so that they don't have double walls + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +# Any city that must be sieged gets the basic walls +walls_01_tribal = { + is_graphical_background = yes + + asset = { + type = pdxmesh + names = { + "tribal_walls_01_a_mesh" + } + } + + is_enabled = { + OR = { + is_county_capital = yes + fort_level > 0 + } + NOR = { + # disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "palisades_01" + has_building_or_higher = "curtain_walls_01" + has_building_or_higher = "hill_forts_01" + has_building_or_higher = "ramparts_01" + has_building_or_higher = "watchtowers_01" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +# Here the Fort Level building chains take control of the visuals +walls_01 = { + is_graphical_background = yes + asset = { + type = pdxmesh + names = { + "western_walls_01_a_mesh" + "western_walls_01_b_mesh" + } + graphical_regions = { graphical_western graphical_mediterranean graphical_india } + } + asset = { + type = pdxmesh + names = { + "mena_walls_01_a_mesh" + "mena_walls_01_b_mesh" + + } + graphical_regions = { graphical_mena graphical_steppe } + } + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + names = { + "fp1_norse_walls_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + names = { + "fp1_norse_walls_01_mena_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_01_a_01_mesh" + } + } + + is_enabled = { + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "palisades_01" + has_building_or_higher = "curtain_walls_01" + has_building_or_higher = "hill_forts_01" + has_building_or_higher = "ramparts_01" + has_building_or_higher = "watchtowers_01" + } + NOR = { + # Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "palisades_02" + has_building_or_higher = "curtain_walls_02" + has_building_or_higher = "hill_forts_02" + has_building_or_higher = "ramparts_02" + has_building_or_higher = "watchtowers_02" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +walls_02 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + graphical_regions = { graphical_western graphical_mediterranean graphical_india } + names = { + "western_walls_02_a_mesh" + "western_walls_02_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mena graphical_steppe } + names = { + "mena_walls_02_a_mesh" + "mena_walls_02_a_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + names = { + "fp1_norse_walls_02_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_northern_lords + graphical_cultures = { norse_building_gfx } + graphical_regions = { graphical_mena } + names = { + "fp1_norse_walls_02_mena_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_02_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_02_a_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = roads_to_power + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "ep3_byzantine_walls_02_mesh" + } + } + + is_enabled = { + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "palisades_02" + has_building_or_higher = "curtain_walls_02" + has_building_or_higher = "hill_forts_02" + has_building_or_higher = "ramparts_02" + has_building_or_higher = "watchtowers_02" + } + NOR = { + # Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "curtain_walls_03" + has_building_or_higher = "hill_forts_03" + has_building_or_higher = "ramparts_03" + has_building_or_higher = "watchtowers_03" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +walls_03 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + graphical_regions = { graphical_western } + names = { + "western_walls_03_a_mesh" + "western_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mediterranean } + names = { + "mediterranean_walls_03_a_mesh" + "mediterranean_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mena graphical_steppe } + names = { + "mena_walls_03_a_mesh" + "mena_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_india } + names = { + "india_walls_03_a_mesh" + "india_walls_03_a_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_03_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx steppe_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_03_a_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = roads_to_power + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "ep3_byzantine_walls_03_mesh" + } + } + + is_enabled = { + scope:holder = { + NOT = { government_has_flag = government_is_tribal } + } + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "curtain_walls_03" + has_building_or_higher = "hill_forts_03" + has_building_or_higher = "ramparts_03" + has_building_or_higher = "watchtowers_03" + has_building_or_higher = "walls_of_benin_01" + has_building_or_higher = "walls_of_genoa_01" + has_building_or_higher = "aurelian_walls_01" + } + NOR = { + # Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again. + has_building_or_higher = "curtain_walls_06" + has_building_or_higher = "hill_forts_06" + has_building_or_higher = "ramparts_06" + has_building_or_higher = "watchtowers_06" + has_building_or_higher = "theodosian_walls_01" + has_building_or_higher = "city_wall_of_toledo_01" + has_building_or_higher = "roman_wall_of_lugo_01" + } + } +} + +walls_04 = { + is_graphical_background = yes + + asset = { + type = pdxmesh + graphical_regions = { graphical_western } + names = { + "western_walls_04_a_mesh" + "western_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mediterranean } + names = { + "mediterranean_walls_04_a_mesh" + "mediterranean_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_mena graphical_steppe } + names = { + "mena_walls_04_a_mesh" + "mena_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + graphical_regions = { graphical_india } + names = { + "india_walls_04_a_mesh" + "india_walls_04_a_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = the_fate_of_iberia + graphical_cultures = { iberian_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "fp2_building_iberian_wall_04_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = legacy_of_persia + graphical_cultures = { iranian_building_gfx steppe_building_gfx } + graphical_regions = { graphical_mena graphical_india graphical_steppe } + names = { + "fp3_building_persian_walls_04_a_01_mesh" + } + } + + asset = { + type = pdxmesh + requires_dlc_flag = roads_to_power + graphical_cultures = { byzantine_building_gfx } + graphical_regions = { graphical_mediterranean } + names = { + "ep3_byzantine_walls_04_mesh" + } + } + + is_enabled = { + scope:holder = { + NOT = { government_has_flag = government_is_tribal } + } + OR = { + # These buildings will trigger the visual "upgrade" to this wall asset + has_building_or_higher = "curtain_walls_06" + has_building_or_higher = "hill_forts_06" + has_building_or_higher = "ramparts_06" + has_building_or_higher = "watchtowers_06" + has_building_or_higher = "theodosian_walls_01" + } + } +} diff --git a/common/buildings/_buildings.info b/common/buildings/_buildings.info new file mode 100644 index 00000000..94827dac --- /dev/null +++ b/common/buildings/_buildings.info @@ -0,0 +1,180 @@ +You can define + +== Structure == + +name_of_the_building = { + + # How many levies does the building give + levy = 200 + + # How much garrison does the building give + max_garrison = 100 + + # How much garrison regains a percentage of its maximal garrison equal to the garrison reinforcement rate + garrison_reinforcement_factor = 0.01 + + # How long does it take to construct the building + construction_time = 720 + + type = regular/special/duchy_capital # Specifies whether this is a regular building, a special building, or a duchy capital building. Regular by default + + # Which asset does the building use + asset = { + # 'pdxmesh' or 'entity', specifies wheter to use a mesh or an entity. Meshes are more performant and should be preferred. + type = pdxmesh + # The name of the mesh or the entity + name = "western_castle_01_level_03_mesh" + # To randomize between multiple meshes/entities. Note that they must all be entities, or all be meshes: + names = { "western_castle_01_level_03a_mesh" "western_castle_01_level_03b_mesh" "western_castle_01_level_03c_mesh" } + # Path to illustration shown in the county view, texture can be accessed in GUI: "[Holding.GetIllustration]" + illustration = "path/to/image.dds" + # Associated sound effect and an optional parameter, can also be just soundeffect = "event:..." if no parameter is needed + soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Generic/sfx_amb_3d_holdings_generic_castle" soundparameter = { "Tier" = 2.0 } } + # Graphical cultures that prefer this asset to be shown + graphical_cultures = { arabicgfx muslimgfx } + # Graphical faiths that prefer this asset to be shown (priority is faith > religion > family, so Catholic graphical_faith overrides Abrahamic graphical_faith) + graphical_faiths = { catholic_gfx orthodox_gfx } + # Graphical regions in which this asset is preferred, this is the most important criterion when selecting the asset, with the exception of government and province + graphical_regions = { western mena } + # Province IDs in which this asset is preferred. Has a higher priority than graphical region. + provinces = { 496 1000 } + # Governments that prefer this asset to be shown + governments = { tribal_government } + } + + # Is the building enabled? Else won't give any effects to holder, and not be constructible (see can_construct* below). + # If is_graphical_background = yes, this controls whether the building can be shown in the province. + # scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to + is_enabled = {} + + # Can the building be constructed. + # Use this instead of is_enabled if you want to allow rulers to "use" the building after getting the holding, but to disallow that they construct it. + # can_construct_potential controls whether the building appears in the build menu. For upgrades it is identical to can_construct_showing_failures_only. + # Note that is_enabled (see above) is added to can_construct_potential. + # Not used if is_graphical_background = yes + # scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to + can_construct_potential = {} + can_construct_showing_failures_only = {} + can_construct = {} + show_disabled = yes/no # if set to yes, the building will show in the build menu even if disabled (will still use can_construct_potential). No by default + + # How much cost does the building cost + cost = { gold = 500 ... } + + # The next building in chain unlocked by this building + next_building = castle_02 + + # Custom description for effects indirectly provided by building. + # The scope root refers to the buildings province. + effect_desc = + + # A modifier applied to the owner of the holding + character_modifier = { + } + # Applied if the character's culture has the parameter + character_culture_modifier = { + parameter = culture param + } + # Applied if the character's faith has the parameter + character_faith_modifier = { + parameter = faith param + } + + # A modifier applied if the holder's dynasty of the county has a specific perk + characer_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk + # The effect + monthly_prestige_gain_mult = 0.2 + } + + # A modifier applied to the province + province_modifier = { + } + province_culture_modifier = { + parameter = culture param + } + province_faith_modifier = { + parameter = faith param + } + province_terrain_modifier = { + parameter = required culture param (optional) + terrain = required province terrain (optional, default is all terrain types) + is_coastal = whether this modifier is applied on coastal or non-coastal provinces (optional, default is both coastal and non-coastal) + is_riverside = whether this modifier is only applied on provinces that are next to a big river or not (optional, default is both riverside and not) + } + + # A modifier applied if the holder's dynasty of the county has a specific perk + province_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk + # The effect + monthly_income = 0.2 + } + + # A modifier applied to the county + county_modifier = { + } + county_culture_modifier = { + parameter = culture param + } + county_faith_modifier = { + parameter = faith param + } + + # A modifier applied to every de jure county in the duchy (if the county has the same de facto liege as this building's county). Can only be used (and only works) for duchy capital buildings. + duchy_capital_county_modifier = { + } + duchy_capital_county_culture_modifier = { + parameter = culture param + } + duchy_capital_county_faith_modifier = { + parameter = faith param + } + + # A special modifier applied to every holding of specified type in the county + county_holding_modifier = { + holding = castle_holding + income_mult = 1 + } + + # A modifier applied if the holder's dynasty of the county has a specific perk + county_dynasty_modifier = { + county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk + # The effect + development_growth_factor = 0.2 + } + + # A modifier applied to the county holder + county_holder_character_modifier = { + + } + + # Building flags + flag = castle + + # Effects applied on building completion + # scopes: root refers to the buildings province + on_complete = { + + } + + # How desirable is the building for the AI + ai_value = { + base = 100 + } + + # If this is set to yes, the building will be used for figuring out which background asset (walls/no walls etc) should be shown + is_graphical_background = no + + ### Brief: on_start/on_cancelled/on_complete + # Effects that happen when construction of the building + # starts/cancels/finishes. + # + # Supported scopes: + # root (Province) + # The province the construction took place in. + # character + The character that paid for the construction, if available + on_start = { ... } + on_cancelled = { ... } + on_complete = { ... } +} diff --git a/common/religion/doctrines/00_core_tenets.txt b/common/religion/doctrines/00_core_tenets.txt index d732dc39..48745db3 100644 --- a/common/religion/doctrines/00_core_tenets.txt +++ b/common/religion/doctrines/00_core_tenets.txt @@ -966,6 +966,145 @@ } } + + tenet_true_will = { + icon = core_tenet_adorcism + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_love_under_will } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + parameters = { + conquest_cb_enabled = yes + invasion_cb_enabled = yes + } + + character_modifier = { + title_creation_cost_mult = -0.5 + tyranny_gain_mult = -0.5 + direct_vassal_opinion = -15 + liege_opinion = -15 + } + + parameters = { + natural_primitivism_law_cost_increase = yes + next_level_fortification = yes + } + + character_modifier = { + tyranny_gain_mult = 1.25 + stress_gain_mult = -0.25 + stress_loss_mult = 0.25 + defender_advantage = 5 + controlled_province_advantage = 5 + } + province_modifier = { + garrison_size = 0.33 + } + traits = { + virtues = { + ambitious + } + sins = { + content + } + } + } + tenet_rule_the_waves = { + icon = core_tenet_rule_the_waves + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_love_under_will } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + parameters = { + ghw_no_hof_conversion_buffs_active = yes + bonus_holy_war_piety_active = yes + pilgrimage_decision_active = yes + unlock_voluntary_laampdom_faith = yes + trade_ports_give_control_growth = yes + trade_ports_give_levies = yes + can_travel_along_rivers = yes + } + character_modifier = { + embarkation_cost_mult = -0.85 + sea_travel_danger = medium_sea_danger_reduction + } + } + tenet_love_under_will = { + icon = core_tenet_love_under_will + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_love_under_will } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + character_modifier = { + fertility = 0.25 + } + parameters = { + no_unfaithfulness_penalty_active = yes + spouse_piety_loss = yes + } + + traits = { + virtues = { lustful } + sins = { chaste } + } + } + tenet_do_what_thou_wilt = { + icon = core_tenet_literalism + + is_shown = { + religion_tag = thelema_religion + } + piety_cost = { + value = faith_tenet_cost_low + # Multiplier for keeping same tenet + if = { + limit = { has_doctrine = tenet_do_what_thou_wilt } + multiply = faith_unchanged_doctrine_cost_mult + } + } + + traits = { + virtues = { patient } + sins = { impatient } + } + + parameters = { + meditation_mechanics_active = yes + has_access_to_runestones = yes + divine_the_stars_active = yes + can_build_pyramids = yes + } + character_modifier = { + naval_movement_speed_mult = 0.25 + } + } tenet_people_of_the_book = { icon = core_tenet_legalism is_shown = { diff --git a/common/religion/religions/NEOW_thelema.txt b/common/religion/religions/NEOW_thelema.txt index f84db344..162772a4 100644 --- a/common/religion/religions/NEOW_thelema.txt +++ b/common/religion/religions/NEOW_thelema.txt @@ -257,9 +257,9 @@ doctrine = special_doctrine_esoteric_witchcraft #Tenets | WIP - doctrine = tenet_carnal_exaltation - doctrine = tenet_astrology - doctrine = tenet_hedonistic + doctrine = tenet_love_under_will + doctrine = tenet_do_what_thou_wilt + doctrine = tenet_rule_the_waves holy_order_names = { #placeholder { name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" } @@ -334,9 +334,9 @@ doctrine = special_doctrine_esoteric_witchcraft #Tenets | WIP - doctrine = tenet_carnal_exaltation - doctrine = tenet_astrology - doctrine = tenet_hedonistic + doctrine = tenet_love_under_will + doctrine = tenet_do_what_thou_wilt + doctrine = tenet_true_will holy_order_names = { #placeholder { name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" } diff --git a/gfx/interface/icons/building_types/icon_buildings_pyramids.dds b/gfx/interface/icons/building_types/icon_buildings_pyramids.dds new file mode 100644 index 00000000..590f8652 --- /dev/null +++ b/gfx/interface/icons/building_types/icon_buildings_pyramids.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:663b4c44bea190c7abed7c5be221539dd9980b93043061d776255868d737a842 +size 78128 diff --git a/gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds b/gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds new file mode 100644 index 00000000..583307dc --- /dev/null +++ b/gfx/interface/icons/faith_doctrines/core_tenet_love_under_will.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:87c34858331b51696bd304a0f3d66c1b6ea4baf944fa975c4de170119b973ec0 +size 416128 diff --git a/gfx/interface/icons/faith_doctrines/core_tenet_rule_the_waves.dds b/gfx/interface/icons/faith_doctrines/core_tenet_rule_the_waves.dds new file mode 100644 index 00000000..2c640ee5 --- /dev/null +++ b/gfx/interface/icons/faith_doctrines/core_tenet_rule_the_waves.dds @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:70788c73af732fc6a552aee858a2c2ce974f7e4e7f83151cdae73294e46db71f +size 416128 diff --git a/localization/english/buildings_l_english.yml b/localization/english/buildings_l_english.yml new file mode 100644 index 00000000..640a09c7 --- /dev/null +++ b/localization/english/buildings_l_english.yml @@ -0,0 +1,1923 @@ +l_english: + BUILDING_TOOLTIP_TEXT:1 "[Building.GetDescription]\n\n#S Effect:\n#![Building.GetEffectDescription( GetPlayer )]" + building_type_castle_01:0 "Castle" + building_type_castle_01_desc:1 "A keep designed to not only house a reputable noble family, but also protect the surrounding town and farmlands." + building_castle_01:1 "Motte" + building_castle_01_desc:1 "This small but formidable fortification is situated upon a raised earthwork." + building_castle_02:1 "Keep" + building_castle_02_desc:1 "The Keep #weak (or Donjon)#! is a large tower serving as a fortified residence and last line of defense." + building_castle_03:1 "Concentric Castle" + building_castle_03_desc:1 "The Concentric Castle is surrounded by two or more walls, the inner one higher than the outer one." + building_castle_04:1 "Fortress" + building_castle_04_desc:1 "The Fortress is the epitome of defense, able to both repel enemy assaults and house a large military." + building_type_temple_01:0 "Temple" + building_type_temple_01_desc:1 "A place of worship ruled by the clergy, surrounded by a town of faithful peasants." + building_temple_01:1 "Shrine" + building_temple_01_desc:0 "$building_type_temple_01_desc$" + building_temple_02:1 "Temple Grounds" + building_temple_02_desc:1 "A temple sits at the center of the village, carefully constructed by local craftsmen to show their dedication to the faith." + building_temple_03:1 "House of Worship" + building_temple_03_desc:1 "While the temple can take in a lot of worshipers, that is not its only purpose — it also has to house the clergy, support a large library and protect relics. With the addition of the house of worship there's always plenty of room for the faithful to pray." + building_temple_04:1 "Grand Temple" + building_temple_04_desc:1 "Not satisfied with a small and modest temple, local artisans and architects have worked together to create a true work of art. This grand temple seemingly calls down the power of heaven itself into any worshiper who enters its glorious halls." + building_type_city_01:0 "City" + building_type_city_01_desc:1 "A populous city which houses a large number of burghers, merchants, and hard-working townsfolk." + building_city_01:1 "Village Center" + building_city_01_desc:0 "$building_type_city_01_desc$" + building_city_02:1 "Large City" + building_city_02_desc:1 "This city has attracted the attention of traders and craftsmen from all around, with wealthy merchants setting up shop and diligent craftsmen erecting new houses almost daily." + building_city_03:1 "City Center" + building_city_03_desc:1 "No longer content with just occupying its original area, the city now subsumes nearby farmland into its prosperous center. The city is vast and full of wealth and opportunity." + building_city_04:1 "Bustling Metropolis" + building_city_04_desc:1 "This city is known far and wide for the bountiful opportunities that lie within — it is said that even the lowliest peasant can find fortune here. Houses line the streets for as far as the eye can see, with carts and animals busy transporting goods wherever you look." + building_type_common_tradeport_01:0 "Tradeport" + building_type_common_tradeport_01_desc:1 "Merchant galleys load and off-load their cargo at this port." + building_common_tradeport_01:1 "Small Harbor" + building_common_tradeport_01_desc:1 "A humble harbor sits at the shore, allowing ships to load and off-load their cargo without much effort." + building_common_tradeport_02:1 "Fishing Net Weavers" + building_common_tradeport_02_desc:1 "A workshop where fishing nets are woven has been set up here. Day in and day out nets are made and repaired tirelessly." + building_common_tradeport_03:1 "Tradeport" + building_common_tradeport_03_desc:1 "The harbor has become a hub for trade and travel in the area. Ships from all around the coast come here to trade." + building_common_tradeport_04:1 "Shipwrights" + building_common_tradeport_04_desc:1 "Skillful shipwrights gather at this port to construct and repair ships for the highest bidder." + building_common_tradeport_05:1 "Expanded Docks" + building_common_tradeport_05_desc:2 "More numerous and larger docks support an ever-increasing number of trading vessels." + building_common_tradeport_06:1 "Shipyards" + building_common_tradeport_06_desc: "The appearance of dedicated buildings for ship maintenance marks an important step in the transformation of a simple harbor into a bustling center of maritime power." + building_common_tradeport_07:1 "Grand Port" + building_common_tradeport_07_desc:2 "This grand port offers plentiful docks, shipyards, and the very best sailors in the area. All the commodities required by long-range travelers can be found here, and merchants, fishermen, and the army have all the support they require." + building_common_tradeport_08:1 "Drydocks" + building_common_tradeport_08_desc:2 "In drydocks, the ship is sailed into a narrow passage, where the water is pumped out. The ship is then suspended on blocks of stone, and can be repaired and maintained with increased ease." + building_type_hall_of_heroes_01:0 "Hall of Heroes" + building_type_hall_of_heroes_01_desc:2 "A grand hall where heroic warriors can meet and organize their next adventure." + building_hall_of_heroes_01:0 "Hall of Heroes I" + building_hall_of_heroes_01_desc:0 "$building_type_hall_of_heroes_01_desc$" + building_hall_of_heroes_02:0 "Hall of Heroes II" + building_hall_of_heroes_02_desc:0 "$building_type_hall_of_heroes_01_desc$" + building_hall_of_heroes_03:0 "Hall of Heroes III" + building_hall_of_heroes_03_desc:0 "$building_type_hall_of_heroes_01_desc$" + building_hall_of_heroes_04:0 "Hall of Heroes IV" + building_hall_of_heroes_04_desc:0 "$building_type_hall_of_heroes_01_desc$" + building_hall_of_heroes_05:0 "Hall of Heroes V" + building_hall_of_heroes_05_desc:0 "$building_type_hall_of_heroes_01_desc$" + building_type_special_sicilian_parliament_01:0 "Parliament" + building_type_special_sicilian_parliament_01_desc:0 "$building_special_sicilian_parliament_01_desc$" + building_special_sicilian_parliament_01:0 "Parliament" + building_special_sicilian_parliament_01_desc:1 "Representatives of the Three Estates meet regularly at this building to deliberate on the affairs of the realm and advice the current ruler." + building_special_greenhouse_01:0 "Glass Monument" + building_special_greenhouse_01_desc:0 "This building is seemingly excellent for growing vegetables." + building_type_special_greenhouse_01:0 "Glass Monument" + building_type_special_greenhouse_01_desc:1 "This building is seemingly excellent for growing vegetables." + building_type_university_01:0 "University" + building_type_university_01_desc:2 "A place of higher learning for those with enough influence and gold to gain admission." + building_university_01:0 "University I" + building_university_01_desc:0 "$building_type_university_01_desc$" + building_university_02:0 "University II" + building_university_02_desc:0 "$building_type_university_01_desc$" + building_university_03:0 "University III" + building_university_03_desc:0 "$building_type_university_01_desc$" + building_university_04:0 "University IV" + building_university_04_desc:0 "$building_type_university_01_desc$" + building_university_05:0 "University V" + building_university_05_desc:0 "$building_type_university_01_desc$" + building_university_06:0 "University VI" + building_university_06_desc:0 "$building_type_university_01_desc$" + + building_type_pastures_01:3 "Cattle Pastures" + building_type_pastures_01_desc:1 "A significant portion of this province is dedicated to animal husbandry and used as grazing lands for herds of pastoral animals." + building_pastures_01:1 "Simple Pastures" + building_pastures_01_desc:1 "Pastures are used by local peasants to keep smaller animals, such as sheep or goats." + building_pastures_02:1 "Homesteads" + building_pastures_02_desc:1 "Homesteads house peasant farmers, who grow grain and keep animals for their own use." + building_pastures_03:1 "Meadows" + building_pastures_03_desc:1 "Meadows are used both for grazing and to produce hay for tougher times." + building_pastures_04:1 "Coops" + building_pastures_04_desc:1 "Coops house easy-to-keep fowl, prized for both their eggs and meat." + building_pastures_05:1 "Livestock Pens" + building_pastures_05_desc:1 "The livestock pens are sturdy enough to keep larger animals contained and secure." + building_pastures_06:1 "Apiaries" + building_pastures_06_desc:1 "Between the forest and the fields, bees housed in apiaries produce much sought-after honey." + building_pastures_07:1 "Corrals" + building_pastures_07_desc:2 "The large corrals house horses and other beasts of burden, keeping them safe and happy." + building_pastures_08:1 "Cattle Ranches" + building_pastures_08_desc:2 "Ranches are ideal for housing larger herds of cattle, as they provide ample grazing and plentiful space to move." + + building_type_orchards_01:0 "Orchards" + building_type_orchards_01_desc:1 "Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries." + building_orchards_01:1 "Fruit Orchards" + building_orchards_01_desc:2 "Specialized fruit orchards, while small, produce a more abundant and higher-quality harvest." + building_orchards_02:1 "Berry Groves" + building_orchards_02_desc:1 "Rows of berry bushes break the monotony of fruit-bearing trees." + building_orchards_03:1 "Fruit Tree Plantations" + building_orchards_03_desc:1 "A large, neatly spaced out area full of well-pruned trees, all bearing fruit or nuts." + building_orchards_04:1 "Beekeepers" + building_orchards_04_desc:2 "Interspersing apiaries among the trees creates a yield of honey and makes the entire orchard more productive." + building_orchards_05:1 "Nut Tree Rows" + building_orchards_05_desc:1 "In addition to fruit trees, rows of nut-bearing trees reach into the distance." + building_orchards_06:1 "Mixed Gardens" + building_orchards_06_desc:1 "All kinds of trees, both local and imported, are distributed within the orchard — guaranteeing a fruitful yield regardless of circumstance." + building_orchards_07:1 "Grand Orchards" + building_orchards_07_desc:1 "As far as the eye can see, there is row upon row of fruit-bearing trees." + building_orchards_08:1 "Grafted Trees" + building_orchards_08_desc:1 "By grafting certain trees together, the propagation of slow-growing fruits and nuts is much enhanced." + + building_type_farm_estates_01:1 "Manor Houses" + building_type_farm_estates_01_desc:2 "The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more taxes they will generate." + building_farm_estates_01:1 "Mansions" + building_farm_estates_01_desc:1 "Mansions house land-owning families, their staff, and the peasants who work their fields." + building_farm_estates_02:1 "Gardens & Vegetable Plantations" + building_farm_estates_02_desc:1 "Attached to the manors are large gardens and fields of ripe vegetables, making them essentially self-sustainable." + building_farm_estates_03:1 "Farm Estates" + building_farm_estates_03_desc:1 "Farm estates hold jurisdiction over the fields, forests, and outbuildings that surround them." + building_farm_estates_04:1 "Hundred-acre Fields" + building_farm_estates_04_desc:1 "The massive hundred-acre fields employ scores of peasants, and brings vast wealth upon the family who owns the land." + building_farm_estates_05:1 "Freeholds" + building_farm_estates_05_desc:1 "Freeholds are massive, with vast lands surrounding them — as they are passed on in a hereditary fashion, the families they house have ample time to optimize the yield of their lands." + building_farm_estates_06:1 "Windmills" + building_farm_estates_06_desc:1 "Windmills take most of the labor out of grinding flour, massively increasing efficiency." + building_farm_estates_07:1 "Consolidated Landholdings" + building_farm_estates_07_desc:2 "The wealthier families buy out the poorer ones, consolidating their possessions into sprawling estates, all working under the same direction and, more importantly, paying their taxes together." + building_farm_estates_08:1 "Grand Estates" + building_farm_estates_08_desc:1 "Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands." + + building_type_regimental_grounds_01:0 "Regimental Grounds" + building_type_regimental_grounds_01_desc:1 "The regimental grounds not only contain several buildings designed to house large amounts of levies but are also connected to a vast swathe of land for them to train for war." + building_regimental_grounds_01:1 "Regimental Clearings" + building_regimental_grounds_01_desc:1 "Large swathes of land are readied for the arrival of levies, providing ample space for tents and practice." + building_regimental_grounds_02:1 "Quartermaster's Offices" + building_regimental_grounds_02_desc:1 "The quartermaster's office houses administrators that ensure that each levied soldier has a place, a sleeping spot, and a weapon to point towards the enemy." + building_regimental_grounds_03:1 "Semi-permanent Housing" + building_regimental_grounds_03_desc: "Wooden barracks are not very resistant but keep the local levies dry and warm — mostly." + building_regimental_grounds_04:1 "Regimental Barracks" + building_regimental_grounds_04_desc:2 "Sturdy stone barracks line the edges of the dedicated military training fields. Truly staggering amounts of levies can be readied here." + building_regimental_grounds_05:1 "Military Granaries" + building_regimental_grounds_05_desc:1 "Granaries dedicated to feeding the levies stand ready year-round, making the raising of troops nearly effortless." + building_regimental_grounds_06:1 "Blacksmiths" + building_regimental_grounds_06_desc:2 "Several smithies are constructed around the outskirts of the grounds, supporting the levies with weapons and repairs." + building_regimental_grounds_07:2 "Officers' Lodgings" + building_regimental_grounds_07_desc: "The officers' lodgings are built to higher standards than regular barracks, as both an acknowledgement of the officers' valor and as a goal the troops should aspire to reach." + building_regimental_grounds_08:1 "Expanded Grounds" + building_regimental_grounds_08_desc:0 "$building_type_regimental_grounds_01_desc$" + + building_type_curtain_walls_01:1 "Walls & Towers" + building_type_curtain_walls_01_desc:1 "Stone walls and intimidating bastion towers offer excellent protection from both raids and sieges. The more fortifications built, the more impenetrable the castle which they protect becomes." + building_curtain_walls_01:1 "Bastions & Curtain Walls" + building_curtain_walls_01_desc:1 "The first step for any respectable fortification is the erection of bastions and curtain walls. They do a decent job of keeping enemies and rioting peasants at bay." + building_curtain_walls_02:1 "Bailey" + building_curtain_walls_02_desc:2 "The bailey is the most defensible place in which to store critical supplies to survive a siege: weapons, armor, and pickled boar's heads." + building_curtain_walls_03:1 "Wall Towers" + building_curtain_walls_03_desc:1 "Wall towers act as excellent vantage points, allowing our soldiers to snipe away at approaching armies safely. When not at war, they're excellent to gloat at peasants from." + building_curtain_walls_04:1 "Second Curtain Wall" + building_curtain_walls_04_desc:1 "The addition of a second curtain wall makes for an unsurpassed defensive position. If an enemy army manages to break through the first wall, they will be greeted by yet another — enough to demoralize any assailant!" + building_curtain_walls_05:1 "Zwinger" + building_curtain_walls_05_desc:1 "When an enemy army manages to break through the outer walls, they will unwittingly be funneled into the 'Zwinger' — also known as the #emphasis killing fields#!. Devilishly clever!" + building_curtain_walls_06:1 "Outer Baileys" + building_curtain_walls_06_desc:1 "More walls mean more baileys, and by extension, more safe storage for supplies. With baileys this many, we can even store an entire stable's worth of knightly mounts within the walls — an excellent thing, should we run out of pickled boar's heads..." + building_curtain_walls_07:1 "Trace Italienne" + building_curtain_walls_07_desc:1 "The Trace Italienne, or bastion fort, is a type of defensive structure that can resist even the relentless pounding of cannons. Well, not for very long, but at least for long enough to allow safe escape through the secret tunnels." + building_curtain_walls_08:1 "Ravelins & Cavaliers" + building_curtain_walls_08_desc:1 "The cavalier is a raised platform which allows our soldiers to fire over the main parapet, right at the enemies! Unfortunately, this also means that the enemies know exactly where to aim their shots... Though soldiers positioned on the ravelins, which are triangular outworks that divide besieging enemies, can do their best to prevent this from happening." + + building_type_cereal_fields_01:1 "Farms & Fields" + building_type_cereal_fields_01_desc:1 "Farms and fields are the backbones of any economy. Fueling man, beast, army, and feast – there is no understating the power of simple grain." + building_cereal_fields_01:1 "Crop Fields" + building_cereal_fields_01_desc:1 "Crop fields, the backbone of the feudal economy, each manned by a small but generous family of peasants – all but willing to surrender most of what they produce in tithe to the crown!" + building_cereal_fields_02:1 "Hamlets" + building_cereal_fields_02_desc:2 "The construction of more hamlets means that more peasants can be put to work in the fields, increasing the local production and taxation." + building_cereal_fields_03:1 "Barns & Storehouses" + building_cereal_fields_03_desc:2 "The erection of barns and larger storehouses allows peasants to preserve hay and straw, gives them a place to store their tools, and acts as an impromptu roof for traveling armies and vagabonds alike." + building_cereal_fields_04:1 "Farmsteads" + building_cereal_fields_04_desc:2 "Larger farmsteads support larger peasant families. When families have space and means to grow, they will generate more children that can be put to toil in the fields." + building_cereal_fields_05:1 "Granaries" + building_cereal_fields_05_desc:2 "Granaries allow farmers to store cereals, dried meat, and other types of food throughout the winter. While not immune to mice and other pests, they at least keep their content dry." + building_cereal_fields_06:1 "Granges & Tithe Barns" + building_cereal_fields_06_desc:2 "Farmers safely collect the portion of their produce due to the clergy in tithe barns – of course, this also makes it easier for us to tax them." + building_cereal_fields_07:1 "Vast Crop Fields" + building_cereal_fields_07_desc:2 "By encouraging the peasantry to till more and larger fields close to each other's lands, we can increase productivity, although encroaching on each other's lands might bring conflict between the farmers." + building_cereal_fields_08:1 "Grain Silos" + building_cereal_fields_08_desc:2 "These massive silos store grain in vast quantities throughout the entire year, and even between years, and can support a truly massive population." + + building_type_barracks_01:0 "Barracks" + building_type_barracks_01_desc:1 "Barracks are sturdy buildings with the sole purpose of housing and readying local levies for war." + building_barracks_01:1 "Wooden Barracks" + building_barracks_01_desc:2 "These simple wooden barracks offer basic protection from the elements to the levies as they train for war." + building_barracks_02:1 "Levying Grounds" + building_barracks_02_desc:1 "By clearing a large swathe of land of any obstructions, we can muster our soldiers in one place for division into units. The clear vision also allows for easier spotting of deserters." + building_barracks_03:1 "Stone Barracks" + building_barracks_03_desc:2 "The sturdier stone barracks offer significantly more protection from the elements, and the carrying of the stones is great training for our men." + building_barracks_04:1 "Mobile Camps" + building_barracks_04_desc:2 "While permanent barracks are useful for training, the availability of mobile camps made of tents increases our effectiveness in times of war, as the barracks can move together with the army." + building_barracks_05:1 "Smithies" + building_barracks_05_desc:2 "By enlisting camp smiths to maintain our levies' rusted spears and bent forks, we can make our troops more effective and at least a bit deadlier." + building_barracks_06:1 "Training Grounds" + building_barracks_06_desc:1 "By putting up training dummies and obstacle courses, we can sift the chaff from the wheat – and that way we know which men to put at the front of the formations." + building_barracks_07:1 "Conscription Centers" + building_barracks_07_desc:1 "By constructing dedicated conscription centers in all nearby villages, we ensure a steady stream of ill-willed, alcoholized troublemakers to swell our ranks." + building_barracks_08:1 "Permanent Barracks" + building_barracks_08_desc:2 "While we often have to move our levies at a moment's notice, the construction of permanent and well-built barracks allow us a place to house the more elite soldiers and officers." + + building_type_camel_farms_01:1 "Camelry" + building_type_camel_farms_01_desc:1 "These farms are dedicated to the breeding and raising of camels for use by the military, as well as by local peasants in their daily toil. Camels are flexible and sturdy mounts, ideally suited to a harsh desert climate." + building_camel_farms_01:1 "Camel Breeders" + building_camel_farms_01_desc:0 "$building_type_camel_farms_01_desc$" + building_camel_farms_02:1 "Scouting Posts" + building_camel_farms_02_desc:1 "Camel riders regularly travel between the scouting posts, carrying with them supplies and news about current ongoings." + building_camel_farms_03:2 "Bowyers" + building_camel_farms_03_desc:2 "Camel cavalry do well when the riders are equipped with bows, and local bowyers ensure a steady supply of archery equipment." + building_camel_farms_04:1 "Camel Markets" + building_camel_farms_04_desc:1 "The market is always bustling with activity, with merchants trading hundreds of camels a day. This ensures that our breeders get access to the most resilient and enduring specimen." + building_camel_farms_05:1 "Nomadic Recruitment Grounds" + building_camel_farms_05_desc:1 "The fierce desert nomads make for excellent soldiers, but they don't work for free. By providing them with superior mounts as payment, we ensure their loyalty in future conflicts." + building_camel_farms_06:1 "Military Stables" + building_camel_farms_06_desc:1 "Large and sturdy stables house our prized war camels, protecting them from both thieves and the harshness of the desert." + building_camel_farms_07:1 "Armorers" + building_camel_farms_07_desc:1 "Making armor for camels is not an easy task, but the reward is well worth it. A charge by fearsome fully-armored camels can make any horse-based army turn their tail and flee." + building_camel_farms_08:1 "Advanced Breeders" + building_camel_farms_08_desc:2 "Here, true experts of camel husbandry breed and raise the sturdiest and fiercest stocks of camels in the area." + + building_type_logging_camps_01:1 "Forestry" + building_type_logging_camps_01_desc:1 "Large amounts of lumber, resin, charcoal, and other resources are harvested from these forests, providing an excellent, nearby source of building material for the surrounding towns." + building_logging_camps_01:1 "Logging Camps" + building_logging_camps_01_desc:2 "Woodcutters have set up camp along the outskirts of the forest, ensuring a steady production of logs." + building_logging_camps_02:1 "Resin Collectors" + building_logging_camps_02_desc:1 "All along the forest, resin is being collected for use as an adhesive, or to be sold to the clergy for use in various rites." + building_logging_camps_03:1 "Charcoal Burners" + building_logging_camps_03_desc:2 "The charcoal burners work tirelessly through smoke and smog to produce the valuable material for the local blacksmiths." + building_logging_camps_04:1 "Wood Pastures" + building_logging_camps_04_desc:2 "Some areas of the forest are reserved as pasture. The animals are allowed to graze between the trees and fatten up on the numerous nuts, berries, and leaves." + building_logging_camps_05:1 "Tilled Fields" + building_logging_camps_05_desc:1 "Where trees once stood, fields now lie. Former forest makes for formidable farmland." + building_logging_camps_06:1 "Honey Pastures" + building_logging_camps_06_desc:1 "On the edge of the forest, apiaries are placed to capitalize on the now-abundant amount of wildflowers that have appeared where the forest once stood." + building_logging_camps_07:1 "Forest Glassworks" + building_logging_camps_07_desc:1 "The forest makes for a perfect place for the glassblowers to work. With easy access to most materials they need, valuable glass can be produced and traded." + building_logging_camps_08:1 "Sawmills" + building_logging_camps_08_desc:2 "Sawmills are a massive improvement over axes. The forest can be consumed in almost no time, with its valuable wood fueling our cities and towns." + + building_type_peat_quarries_01:1 "Wetland Farms" + building_type_peat_quarries_01_desc:1 "While wetlands will never offer the same opportunities for growing crops as plains, a flourishing vegetation can support a good number of farm animals. There are also opportunities for extracting both peat and salt." + building_peat_quarries_01:1 "Cattle Lands" + building_peat_quarries_01_desc:2 "The fertility of the wetlands makes for excellent grazing land for pastoral animals of all sizes." + building_peat_quarries_02:1 "Peat Quarries" + building_peat_quarries_02_desc:1 "A significant amount of peat is quarried here. Its presence aids in the development of new farms and fields." + building_peat_quarries_03:1 "Hay Meadows" + building_peat_quarries_03_desc:2 "Around the wetlands themselves, large amounts of grass grow; once harvested, they can be used as animal feed for the winter." + building_peat_quarries_04:1 "Salt Wells" + building_peat_quarries_04_desc:1 "Workers use large pans to heat water and extract salt from the wetlands. This salt is then used to preserve meat, which is then traded." + building_peat_quarries_05:1 "Walled Wetlands" + building_peat_quarries_05_desc:1 "By walling off the wetlands, the peasants can more easily control the growth of plants, and protect the valuable harvest therein." + building_peat_quarries_06:1 "Wetland Fields" + building_peat_quarries_06_desc:1 "The unique properties of the wetlands allow peasants to successfully grow many plants they wouldn't otherwise be able to, such as hemp or flax." + building_peat_quarries_07:1 "Large Peat Quarries" + building_peat_quarries_07_desc:1 "More and more peat is being quarried here, with most being exported all over as fertilizer." + building_peat_quarries_08:1 "Large Wetland Ranches" + building_peat_quarries_08_desc:1 "Large herds of animals feed on the abundant plant life in the wetlands, growing big and fat." + + building_type_hill_farms_01:0 "Hill Farms" + building_type_hill_farms_01_desc:1 "The rolling hills of this province stand covered in fields. While farming on a slope helps with keeping crops watered, the limited area means smaller yields." + building_hill_farms_01:1 "Hillside Fields" + building_hill_farms_01_desc:1 "Along the sides of the many hills there are numerous small fields, growing crops and sustaining a small peasant population." + building_hill_farms_02:1 "Fell Pastures" + building_hill_farms_02_desc:2 "Cattle are brought to the uncultivated uplands, or fells, and allowed to graze on the plentiful grasses that grow there." + building_hill_farms_03:1 "Root Cellars" + building_hill_farms_03_desc:1 "Root cellars allow for year-round storage of vegetables, something that is of dire importance in the sparsely-fertile hills." + building_hill_farms_04:1 "Vegetable Fields" + building_hill_farms_04_desc:1 "Large fields of vegetables provide the sparse farms with much-needed food." + building_hill_farms_05:1 "Lynchets" + building_hill_farms_05_desc:2 "By diverting water from a nearby stream into a terrace, we can massively increase the fertility of the hillside fields." + building_hill_farms_06:1 "Roads & Stairs" + building_hill_farms_06_desc:2 "Proper roads and stairs connect the spread-out farms and hamlets, allowing for easier communication and faster travel of people, news, and goods." + building_hill_farms_07:1 "Winter Granaries" + building_hill_farms_07_desc:2 "Large numbers of farm animals and people alike can be fed throughout the winter with the food preserved in these granaries." + building_hill_farms_08:1 "Apple Orchards" + building_hill_farms_08_desc:1 "The rolling hills provide the perfect environment for orchards, particularly of the apple variety." + + building_type_hill_forts_01:0 "Hill Forts" + building_type_hill_forts_01_desc:1 "Built upon a steep hill or cliff, these massive fortifications stand firm against any besieging army that lacks the ability of flight!" + building_hill_forts_01:1 "Small Hill Fort" + building_hill_forts_01_desc:1 "The hill fort stands proud on the top of a hill, forcing any besiegers to fight an uphill battle." + building_hill_forts_02:1 "Simple Earthworks" + building_hill_forts_02_desc:1 "The fort is surrounded by earthworks, forming impenetrable walls of soil that can make the most hardened soldier lose his spirit." + building_hill_forts_03:1 "Ditches" + building_hill_forts_03_desc:2 "Large ditches are dug around the defensive hilltop. Because of the ditches' muddy and slippery walls, foolish assailants might find themselves stuck at the bottom, drowned in mud by the advance of their fellow soldiers." + building_hill_forts_04:1 "Stockades" + building_hill_forts_04_desc:1 "Large walls made of sharpened logs surround the fort, providing yet another obstacle before reaching the treasures within." + building_hill_forts_05:1 "Guardhouses" + building_hill_forts_05_desc:1 "Guardhouses are placed around the fort, with alert guardsmen ready at a moment's notice should an assault begin." + building_hill_forts_06:1 "External Walls" + building_hill_forts_06_desc:1 "Large stone walls now surround the hill fort, once and for all cementing its impenetrable nature." + building_hill_forts_07:1 "Large Hill Fort" + building_hill_forts_07_desc:1 "The central fort has been expanded and improved upon significantly, it now rises far towards the skies in an imposing manner." + building_hill_forts_08:1 "Complex Earthworks" + building_hill_forts_08_desc:1 "The earthwork surrounding the hill fort is so complex and confusing that enemy armies barely know which entrance they should storm, something which works to our advantage – especially seeing as half of them lead to deadly traps..." + + building_type_plantations_01:1 "Desert Agriculture" + building_type_plantations_01_desc:1 "These plantations focus on growing the fruits and vegetables that are hardy enough to withstand the harsh climate." + building_plantations_01:1 "Small Plantations" + building_plantations_01_desc:1 "Despite the lack of water, these small plantations succeed in growing particularly hardy fruit." + building_plantations_02:1 "Trading Posts" + building_plantations_02_desc:1 "Hardy desert nomads travel between trading posts, bringing food with them to wherever it is needed the most." + building_plantations_03:1 "Weavers" + building_plantations_03_desc:1 "Weavers spin cloth in their workshops, which they then trade to the desert nomads." + building_plantations_04:1 "Wellsprings" + building_plantations_04_desc:1 "With limited water, a new well is sure to make the area prosper. Several such springs have been discovered, and proper wells have been constructed." + building_plantations_05:1 "Caravanserais" + building_plantations_05_desc:1 "Larger trade caravans need a place to stay so that their animals can rest. The caravanserai provides the space they need and is also an excellent place to tax their goods." + building_plantations_06:1 "Date Groves" + building_plantations_06_desc:1 "With more land being suitable for plantations, date groves are being cultivated. The sweet dates last for a long time, and are a valuable good for traders." + building_plantations_07:1 "Irrigation" + building_plantations_07_desc:1 "By flooding fields with water from the wells, they can support something more than pure subsistence farming. This is a large task however, making the desert bloom is not easy." + building_plantations_08:1 "Large Plantations" + building_plantations_08_desc:1 "These plantations now produce a definite surplus, which can be traded and sold for a profit." + + building_type_outposts_01:0 "Outposts" + building_type_outposts_01_desc:1 "A series of outposts skirt all significant settlements in this province, providing an early warning system in case of raids or animal attacks." + building_outposts_01:1 "Lookout Towers" + building_outposts_01_desc:1 "To track animals (and incoming raids), a series of outlooks are manned by vigilant guardsmen. If a dangerous beast is spotted, it doesn't take long for word to spread so that vulnerable cattle can be hurried to safety." + building_outposts_02:1 "Military Outposts" + building_outposts_02_desc:1 "Along the many roads and winding paths, there are several outposts, manned by guards in the employ of local merchants. Their presence ensures that the area remains peaceful and safe, free of highwaymen." + building_outposts_03:2 "Hidden Weapons Caches" + building_outposts_03_desc:1 "One advantage of living in rough terrain is the ability to camouflage just about anything. Should a raid stumble by, locals can arm themselves with weapons from numerous hidden caches." + building_outposts_04:1 "Palisade Outposts" + building_outposts_04_desc:1 "The rickety old outposts have now been replaced by sturdy and tough palisade towers. What more, they are almost perfectly hidden in the rough terrain." + building_outposts_05:1 "Levying Posts" + building_outposts_05_desc:1 "Near each tower now lies a levying post. In times of muster, levied peasants can safely gather near where they can find both weapon and protection." + building_outposts_06:1 "Frontier Outposts" + building_outposts_06_desc:1 "Contrary to the well-hidden outposts, the frontier variety is meant as a deterrent. Constructed out of tougher materials, the sheer size of these towers is enough to make any raider turn their heels." + building_outposts_07:1 "Scouting Stations" + building_outposts_07_desc:1 "To ensure that our scouts are well-fed and can travel light, we have erected a series of strategically-placed scouting outposts. Well-hidden from the prying eyes of the enemy, these buildings allow unparalleled intelligence to be gathered in times of invasion." + building_outposts_08:1 "Fortified Outposts" + building_outposts_08_desc:1 "Imposing stone-hewn outposts now rise towards the skies, making their presence felt by the soldiers and caravan guards housed within." + + building_type_watchtowers_01:0 "Watchtowers" + building_type_watchtowers_01_desc:1 "Several grand watchtowers stand guard over the toiling peasantry, providing excellent vantage points for archers." + building_watchtowers_01:1 "Mudbrick Towers" + building_watchtowers_01_desc:1 "These towers made out of mudbrick provide a simple, yet effective defense." + building_watchtowers_02:1 "Tower Houses" + building_watchtowers_02_desc:1 "The tower houses are made for both protection and habitation, and occupy strategic locations." + building_watchtowers_03:1 "Wooden Watchtowers" + building_watchtowers_03_desc:1 "Several wooden watchtowers overlook the peasants as they're toiling in their fields. From their vantage points, archers offer excellent protection." + building_watchtowers_04:1 "Small Mudbrick Keeps" + building_watchtowers_04_desc:1 "The refined mudbrick keeps, while small, offer superior protection to more mundane watchtowers. In times of war, they can protect a host of peasants from raiders, and even contain a small granary for leaner times." + building_watchtowers_05:1 "Stone Watchtowers" + building_watchtowers_05_desc:1 "These watchtowers offer a magnificent vantage point, not only for archers but also for lords inspecting their peasants." + building_watchtowers_06:1 "Loopholes" + building_watchtowers_06_desc:1 "By constructing towers so that there's a series of holes out of which arrows can be fired, the reach and protection of archers are significantly increased." + building_watchtowers_07:1 "Peel Towers" + building_watchtowers_07_desc:1 "These small tower houses are formidably fortified, and signal the prestige of their owners. In case of a raid, entire herds of cattle can be enclosed and protected by the towers." + building_watchtowers_08:1 "Domed Towers" + building_watchtowers_08_desc:1 "These imposing towers are made entirely out of stone, topped off by a dome. The construction techniques involved render them almost unassailable by raiders." + + building_type_quarries_01:1 "Quarries" + building_type_quarries_01_desc:1 "The mountains of this province provide local construction with an excellent supply of building material." + building_quarries_01:1 "Simple Stone Quarries" + building_quarries_01_desc:2 "Easily-accessible quarried stone provides building materials for nearby constructions." + building_quarries_02:1 "Shallow Ore Mines" + building_quarries_02_desc:1 "Simple mines line the foot of the mountain, collecting ore from easily accessible surface ore deposits." + building_quarries_03:1 "Watermills" + building_quarries_03_desc:1 "By routing water to the mining sites, its power can be harnessed by water mills to power tools which help in the excavation." + building_quarries_04:1 "Large Stone Quarries" + building_quarries_04_desc:1 "As the demand for building materials goes up, the quarries attract more and more workers. The quarries are growing larger and deeper by the passing year." + building_quarries_05:1 "Large Mines" + building_quarries_05_desc:1 "The need for metals keeps growing, and new techniques aren't everything – production must be scaled up, and more mines are opening!" + building_quarries_06:1 "Massive Stone Quarries" + building_quarries_06_desc:1 "Several enormous open-pit mines see workers carve blocks of stone on an almost industrial level. Exhausted quarries lie like gaping mouths all over the province, their contents now forming numerous castles and walls." + building_quarries_07:1 "Shaft Mines" + building_quarries_07_desc:1 "With the advent of new techniques, workers can reach deeper metals hidden beyond the surface. The most important of which is a new way of draining flooded shafts." + building_quarries_08:2 "Mechanized Water Pumping" + building_quarries_08_desc:2 "Wooden water pumps, powered either by a windmill or horses above, can remove water from the mining shafts much faster then a couple of leather buckets." + + building_type_military_camps_01:1 "Militia Camps" + building_type_military_camps_01_desc:2 "A simple training ground where lightly armored infantry is readied for war." + building_military_camps_01:1 "Hide Tents" + building_military_camps_01_desc:1 "Upon calling levies, they are gathered into rudimentary camps where they get to sleep in simple tents. While not the most comfortable, it is a cheap and portable type of camp." + building_military_camps_02:1 "Camp Cooks" + building_military_camps_02_desc:1 "By assigning a portion of the levies to collect and prepare food for the rest, more men are lured in from the countryside – drawn in by the smell of food." + building_military_camps_03:1 "Training Fields" + building_military_camps_03_desc:1 "Archery targets and dummies give the levies both distraction and a modicum of training, before being thrown into the heat of battle." + building_military_camps_04:1 "Watchposts" + building_military_camps_04_desc:1 "Watchposts act as beacons, outlooks, and natural gathering spots. Even when not in times of muster, guards are always stationed here." + building_military_camps_05:1 "Camp Smiths" + building_military_camps_05_desc:1 "The camp smiths do simple repairs and keep horses shoed." + building_military_camps_06:1 "Mustering Halls" + building_military_camps_06_desc:1 "Dedicated mustering halls placed in every village makes it much easier to press levies into service." + building_military_camps_07:1 "Militia Barracks" + building_military_camps_07_desc:1 "Each town now has its own militia barracks, where weapons are stored should they be needed. The barracks also act as a meeting place for the officers responsible for the muster." + building_military_camps_08:1 "Levying Squares" + building_military_camps_08_desc:1 "The larger levying squares provide not only a place for soldiers to gather, but also one to train for upcoming battles." + + building_type_ramparts_01:1 "Forest Forts" + building_type_ramparts_01_desc:1 "These fortifications are constructed in such a way that they are a part of the forest that they protect. Advancing armies find themselves hindered by fortifications, but also tangled in the undergrowth." + building_ramparts_01:1 "Log Forts" + building_ramparts_01_desc:1 "Small wooden forts stand as part of the forest, using trees as a natural palisade." + building_ramparts_02:1 "Earth Ramparts" + building_ramparts_02_desc:1 "Long banks of earth form a defensive boundary around the fort, hindering enemy advances." + building_ramparts_03:1 "Traps & Ditches" + building_ramparts_03_desc:1 "While an enemy might feel safe approaching the fortifications, they will soon find themselves either trapped or impaled on the many hazards hidden throughout the forest." + building_ramparts_04:1 "Rampart Walls" + building_ramparts_04_desc:1 "Stone and palisade walls now protect the forts from oncoming enemies, significantly hindering any advance through the forest." + building_ramparts_05:1 "Embrasures" + building_ramparts_05_desc:1 "By constructing embrasures in the walls, we can easily both see and fire arrows at enemies coming our way." + building_ramparts_06:1 "Fieldworks" + building_ramparts_06_desc:1 "By swiftly constructing earthworks where we predict enemies will pass by, we can outsmart and outflank them as they attempt to move around the forests." + building_ramparts_07:2 "Crenellated Rampart Walls" + building_ramparts_07_desc:1 "By improving the battlements with crenellations we have the clear advantage in any siege, with our soldiers able to move in relative safety and retaliate in kind to any assault." + building_ramparts_08:1 "Forest Fortresses" + building_ramparts_08_desc:1 "These large stone fortresses stand out like mountains from the forest, protecting a large swathe of land." + + building_type_elephant_pens_01:1 "Elephantry" + building_type_elephant_pens_01_desc:1 "Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war." + building_elephant_pens_01:1 "Elephant Pens" + building_elephant_pens_01_desc:1 "These sturdy stables can keep even the most unruly elephant secured." + building_elephant_pens_02:1 "Elephant Traps" + building_elephant_pens_02_desc:1 "New elephants are collected by trapping them using various means, such as pits or snares. Sometimes a female elephant will even be used as bait." + building_elephant_pens_03:1 "Elephant Training Grounds" + building_elephant_pens_03_desc:1 "Elephants are not easy beasts to teach, but in the training grounds, the most experienced trainers do their utmost to provide the crown with beasts of war." + building_elephant_pens_04:1 "Elephant Riding Grounds" + building_elephant_pens_04_desc:1 "In the riding grounds, elephants are put to the test, carrying both crew, armor, and equipment." + building_elephant_pens_05:1 "Overseer's Offices" + building_elephant_pens_05_desc:1 "The overseers are responsible for the welfare of the elephants, and by constructing proper offices for them, their efficiency is ensured." + building_elephant_pens_06:1 "Elephant Hospitals" + building_elephant_pens_06_desc:1 "Specialized elephant hospitals are large enough to accommodate even the largest male, saving the lives of animals that would otherwise surely be lost." + building_elephant_pens_07:1 "Elephant Sanctuaries" + building_elephant_pens_07_desc:1 "By designating large areas of the jungle as sanctuaries for the elephants, we ensure that we lose fewer animals to poaching and that the population stays stable." + building_elephant_pens_08:1 "Elephant Breeders" + building_elephant_pens_08_desc:1 "The elephant breeders ensure that new calves are born and raised only from the best and most healthy stock." + + building_type_guild_halls_01:1 "Guilds" + building_type_guild_halls_01_desc:1 "The city provides all major guilds and burgher families with ample locale to organize and practice their crafts." + building_guild_halls_01:0 "Guild Halls" + building_guild_halls_01_desc:0 "$building_type_guild_halls_01_desc$" + building_guild_halls_02:1 "Carver's Guilds" + building_guild_halls_02_desc:1 "Carvers produce items out of wood or bone, such as frames, decorations or tools. They also carve heraldic shields, making the guild popular among the nobility." + building_guild_halls_03:1 "Carpenter's Guilds" + building_guild_halls_03_desc:1 "Carpenters work with construction, primarily using timber as their material of choice. Their services are sought-after by both nobles and clergy, especially for the beautiful trim jointery they make for churches and estates." + building_guild_halls_04:1 "Hunter's Guilds" + building_guild_halls_04_desc:1 "Hunters trade in meat and skins, with their services enabling both butchers and tanners to do their crafts. The finest skins naturally befall the most prestigious noble families." + building_guild_halls_05:1 "Mason's Guilds" + building_guild_halls_05_desc:1 "Masons work with stone, both for construction and sculpture. Their skill is widely sought after, as their expertise is invaluable when constructing fortifications." + building_guild_halls_06:1 "Tailor's Guilds" + building_guild_halls_06_desc:1 "Tailors wield needle, thread, and cloth as their weapons of choice. With their unparalleled skills, they produce beautiful garments for the nobility." + building_guild_halls_07:1 "Glassworker's Guilds" + building_guild_halls_07_desc:1 "Glassworkers create fascinating items out of glass, everything from goblets to window panes. Having items made out of glass is very prestigious, making their services highly desirable." + building_guild_halls_08:1 "Artisan's Guilds" + building_guild_halls_08_desc:1 "Artisans use a multitude of materials not only to produce works of art but also entirely new innovations. Their ingenuity and refined skill is drawing the attention of high nobles everywhere." + + building_type_monastic_schools_01:1 "Monasteries" + building_type_monastic_schools_01_desc:1 "This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy." + building_monastic_schools_01:1 "Chapel" + building_monastic_schools_01_desc:1 "A humble place of quiet worship for the devout to pray and contemplate." + building_monastic_schools_02:1 "Prayer Halls" + building_monastic_schools_02_desc:1 "The prayer halls host sermons and allow for a place of silent contemplation." + building_monastic_schools_03:2 "Monastic Schools" + building_monastic_schools_03_desc:2 "$building_type_monastic_schools_01_desc$" + building_monastic_schools_04:2 "Monastic Gardens" + building_monastic_schools_04_desc:2 "The gardens of the monastery provide a quite place of contemplation for the devout to bask in the beauty of creation." + building_monastic_schools_05:2 "Monastic University" + building_monastic_schools_05_desc:2 "The university offers an extensive education in a range of sacred subjects including theology, translation, and legalism." + building_monastic_schools_06:2 "Philosophy Department" + building_monastic_schools_06_desc:2 "Education in the subject of ancient philosophy is taught here, and monks often apply these ideas to daily life." + building_monastic_schools_07:2 "Observatory" + building_monastic_schools_07_desc:2 "Monks here observe the stars and from them, they divine the proper and correct time to observe important dates in the religious calendar and advance their understanding of creation." + building_monastic_schools_08:1 "Cloisters" + building_monastic_schools_08_desc:1 "The cloister forms a solid barrier against the outside world, effectively separating the life of those within its walls from the peasants outside." + + building_type_megalith_01:0 "Megalith" + building_type_megalith_01_desc:0 "This structure is an outdoor arrangement of stones typically aligned with stars and constellations. Faiths that believe in Megalithic constructions provide regular and low-cost places of worship for the faithful, attaracting travelers and pilgrims." + building_megalith_01:0 "Minor Megalith" + building_megalith_01_desc:0 "This great outdoor arrangement of stones operates as a permanent open place of worship. This modest construction made from common rocks in a simple arrangement facilitates a few worshipers." + building_megalith_02:0 "Megalithic Mausoleum" + building_megalith_02_desc:0 "The site has been expanded with multiple stone arrangements to facilitate more worshipers. Along with an expansion of the Megalith itself, an underground Mausoleum has been built nearby to allow important people to be buried at the site." + building_megalith_03:0 "Megalithic Altars" + building_megalith_03_desc:0 "This great outdoor arrangement of stones operates as a permanent open place of worship. This Megalith has been constructed from expensive and exotic stones from all across the locality and has been fitted with altars for use in ceremonies." + building_megalith_04:0 "Large Megalith" + building_megalith_04_desc:1 "Along with numerous altars and ceremonial items, this Megalith has been expanded to include some truly awe-inspiring and large monolithic stones intricately carved with holy symbols." + building_megalith_05:1 "Local Temples" + building_megalith_05_desc:1 "Small shrines and places of worship have been erected among the Megaliths, to provide quiet places of contemplation for the holy traveler." + building_megalith_06:1 "Megalithic Tombs" + building_megalith_06_desc:1 "Great leaders, warriors, and holy people are laid to rest within these above ground altars. These sites give pilgrims and worshipers a place to venerate the fallen ancestors that came before them." + building_megalith_07:1 "Pilgrim's Cairns" + building_megalith_07_desc:1 "Small cairns have been set up to litter the wilderness surrounding the megalith site, guiding pilgrims and travelers to the alters where they may seek worship." + building_megalith_08:1 "Legendary Megalith" + building_megalith_08_desc:1 "This Megalith has grown to such an extent that its status is something of a local legend. Worshipers claim to feel a deep connection with their faith while standing in this site." + building_type_great_megalith_01:0 "Great Megalith" + building_type_great_megalith_01_desc:0 "An extremely ambitious version of the Megalith, the Great Megalith project involves covering the landscape of the countryside in small Megalithic constructions centered around a single gargantuan construction." + building_great_megalith_01:0 "Great Megalith" + building_great_megalith_01_desc:0 "The Great Megalith is a vast and stunning stone circle stretching across the landscape with countless smaller sites all across the countryside. Open and available to everyone, it brings worshipers and pilgrims from across the world closer to the divine." + building_type_hospices_01: "Hospices" + building_type_hospices_01_desc: "A hospice provides a place of respite for the sick and weary where they may come under the care of dedicated holy people." + building_hospices_01: "Pilgrim's Quarters" + building_hospices_01_desc: "Varied pilgrims are allowed to stay and rest in the pilgrim's quarters should they seek shelter during their long journeys. Here they are also treated to food, drink, and sometimes even a bath." + building_hospices_02: "Sick House" + building_hospices_02_desc: "A modest sick house has been built here, to keep the foul air of the ill away from the healthy and to provide a quiet place of healing for the infirm." + building_hospices_03: "Infirmaries" + building_hospices_03_desc: "In times of war or plague, the infirmaries offer a second chance to poor afflicted victims, presuming they make it there in time." + building_hospices_04: "Hospices" + building_hospices_04_desc: "Hospices offer long-term care for those who would otherwise not make it. The chronically ill, the disabled, and sometimes even those afflicted by demons are welcome." + building_hospices_05: "Hospital Gardens" + building_hospices_05_desc: "A garden of flowers has been planted around the hospices. Each flower has a potent and pleasant aroma to counter the miasma created by the sick." + building_hospices_06: "Hospital" + building_hospices_06_desc: "A central hospital building exists to provide care and a central location for all hospices. Nurses and holy people remain in residence here to provide alms and care for locals and sick travelers." + building_hospices_07: "Leper Colony" + building_hospices_07_desc: "Out in the wilderness close to the Hospice, a small community has been constructed where they may grow their own crops and live their final days among each other, posing no risk to the healthy in broader society." + building_hospices_08: "Great Hospital" + building_hospices_08_desc: "Hospitals offer alms and nursing for the elderly and infirm, and treatment for the sick and weary. Here, they are separated from the rest of society and cared for by dedicated holy people." + building_type_scriptorium_01: "Scriptorium" + building_type_scriptorium_01_desc: "Scriptoriums offer a place of learning for the holy and the educated to commit their wisdom to paper for all time." + building_scriptorium_01: "Libraries" + building_scriptorium_01_desc: "The monastery library is full of books, ranging from small treatises to vast tomes on theology. Truly a treasure trove of knowledge is held within its walls." + building_scriptorium_02: "Copying Chambers" + building_scriptorium_02_desc: "Devoted scribes work all day long copying sacred texts in the copying chambers. Even by night, they work, illuminated by nothing but candles and the moon, all in their quest for knowledge." + building_scriptorium_03: "Translation House" + building_scriptorium_03_desc: "Dedicated translators flock to this scriptorium to convert works written in ancient or foreign tongues into the liturgical language of the temple, greatly expanding the accessibility of countless works." + building_scriptorium_04: "House of Scribes" + building_scriptorium_04_desc: "A great number of scribes are in residence here to allow potential authors to dictate their works, without the need to record any of it to paper by their own hands." + building_scriptorium_05: "Continental System" + building_scriptorium_05_desc: "Works are now strictly organized according to the continent from which it originated, greatly increasing a scholar's ability to find wisdom wherever it may have come from." + building_scriptorium_06: "Great Archives" + building_scriptorium_06_desc: "Literary works from around the world are translated and preserved here, to have their wisdom preserved for all of time." + building_scriptorium_07: "School of Translation" + building_scriptorium_07_desc: "Devotees are educated in languages both ancient and foreign, expanding the Scriptorium's ability to preserve works of wisdom and knowledge." + building_scriptorium_08: "Secret Archives" + building_scriptorium_08_desc: "This temple is now home to a vast underground network of archives containing not only the works of this temple, but many works that have been recovered from abroad." + building_type_burial_site_01: "Burial Site" + building_type_burial_site_01_desc: "By creating a vast burial site for our dead, we will both keep miasma away from the populace and give a place of veneration and remembrance for our ancestors." + building_burial_site_01: "Great Burial Site" + building_burial_site_01_desc: "This vast burial site is full of plots for common graves, and a few small mausoleums for more significant figures." + building_burial_site_02: "Mausoleum" + building_burial_site_02_desc: "A great mausoleum has been built, filled with sites for common graves, and home to a few burial sites for venerated holy men and warriors." + building_burial_site_03: "Grand Mausoleum" + building_burial_site_03_desc: "The mausoleum has been expanded into a towering monument of the dead. The interior is filled with graves and prayer halls to venerate the dead." + + building_type_hunting_grounds_01:0 "Hunting Grounds" + building_type_hunting_grounds_01_desc:1 "Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions." + building_hunting_grounds_01:1 "Hunter's Lodges" + building_hunting_grounds_01_desc:1 "Hunters convene in these lodges to plan their excursions into the wilderness, and they also serve as places to keep trophies and meet up after a successful hunt." + building_hunting_grounds_02:1 "Hound Pens" + building_hunting_grounds_02_desc:1 "The hound pens breed swift dogs that make excellent companions for the hunt. A whole host of hounds are usually brought along for each hunt." + building_hunting_grounds_03:1 "Aviaries" + building_hunting_grounds_03_desc:1 "The second most important companion for a hunter is the bird of prey, many of which are kept in the aviaries." + building_hunting_grounds_04:1 "Hunting Towers" + building_hunting_grounds_04_desc:1 "To track and spot prey, sentinels watch in towers all over the lands, reporting their sightings back to the hunters." + building_hunting_grounds_05:1 "Hunter's Stables" + building_hunting_grounds_05_desc:2 "A successful hunter is always in need of a fast, tough and fearless mount. The hunter's stables provide specialized breeds that do well on long treks." + building_hunting_grounds_06:1 "Ranger's Huts" + building_hunting_grounds_06_desc:2 "Rangers prowl the hunting grounds in search of prey. While they work alone, they are more than capable of taking down smaller prey by themselves." + building_hunting_grounds_07:1 "Hunting Reserves" + building_hunting_grounds_07_desc:1 "A large swathe of land is designated as a reserve, which prevents non-authorized hunters from hunting within. This ensures that there's always plenty of prey for the official huntsmen, though a few poachers sometimes slip by..." + building_hunting_grounds_08:1 "Gamekeeper's Lodges" + building_hunting_grounds_08_desc:1 "The gamekeepers are responsible for the well-being of the lands and all the animals therein. Whenever nobles decide to go hunting, the gamekeepers know where to send them so that their hunt finds a quarry." + + building_type_stables_01:0 "Stables" + building_type_stables_01_desc:1 "Rounceys, pack horses, and other beasts of burden need a dedicated building. Stables also ensure that fresh mounts are available to anyone who can afford them." + building_stables_01:0 "Small Stables" + building_stables_01_desc:0 "A small building fit for a couple of horses is a natural center for any holding, as well as the first and the last stop for any mounted visitor." + building_stables_02:1 "Horse Pen" + building_stables_02_desc:1 "An outside pen allows the stabled horses to stretch their legs, graze, and enjoy some fresh air." + building_stables_03:0 "Hay Barracks" + building_stables_03_desc:0 "A set of simple hay storages ensures a steady supply of food for horses outside of the grazing period." + building_stables_04:0 "Courier Stations" + building_stables_04_desc:0 "With enough stationed horses and stagecoaches spread around the area, one can travel day and night with important missives, perishable goods, and other urgent needs." + building_stables_05:0 "Stable Hands Quarters" + building_stables_05_desc:0 "The addition of simple quarters in which the workers can sleep keeps them out of the horse pens, making life more comfortable for man and beast alike." + building_stables_06:0 "Drainage Channels" + building_stables_06_desc:0 "Channels carved in the ground of the stables keep the horses dry and cozy, almost effortlessly." + building_stables_07:0 "Farrier's Guilds" + building_stables_07_desc:0 "The amount of work and skill required to properly care for the hooves encourages the growth of farrier's guilds, tirelessly making, adjusting, and repairing horseshoes." + building_stables_08:0 "Stud Farms" + building_stables_08_desc:0 "The addition of dedicated facilities for grooming and caring for the most prized examples of equine perfection support the breeding of new, magnificent steeds, and make the ones we have almost glitter." + + building_type_smiths_01:0 "Blacksmiths" + building_type_smiths_01_desc:0 "Smelting ore in furnaces and hammering metal into desired shapes, smithies provide nearby communities with essential tools and weapons." + building_smiths_01:0 "Bloomeries" + building_smiths_01_desc:0 "Throughout the countryside, smoke rises from the bloomeries, simple structures with walls made of heat resistant clay and stones, where a mix of charcoal and crushed iron ore is added from the open top to make sponge iron." + building_smiths_02:0 "Bellows" + building_smiths_02_desc:0 "Crafted from sturdy animal skin, bellows are usually operated by a blacksmith's apprentice, constantly pumping a strong current of air into the fires." + building_smiths_03:0 "Drawplate" + building_smiths_03_desc:0 "A device that aids the blacksmiths in fabricating wire for chainmail. Pieces of heated iron are drawn through successively smaller holes, a much easier way of working than laboriously hammering it out on the forge." + building_smiths_04:0 "Blacksmith Districts" + building_smiths_04_desc:0 "Blacksmiths are strongly encouraged to practice their craft outside of densely populated areas. As innovations in metal production allow them to work almost constantly, the dissatisfaction of the nearby populace rises with each clang of a hammer and each roaring fire in the night." + building_smiths_05:0 "Trip Hammers" + building_smiths_05_desc:0 "Powered by a water wheel or unlucky apprentices, a simple rotating cam raises the hammer, then allows it fall down naturally in a steady rhythm." + building_smiths_06:0 "Goldsmithies" + building_smiths_06_desc:0 "The addition of rooms for casting and working gold and silver, each with their own specially designed workbenches and forges, makes working with jewelry and plating with precious metals much easier." + building_smiths_07:0 "Blast Furnaces" + building_smiths_07_desc:0 "Blast furnaces run hot day-round, smelting iron, lead, and copper. The quality of the metal they produce is beyond excellent." + building_smiths_08:0 "Cast Iron" + building_smiths_08_desc:0 "Slightly weaker, but much cheaper to produce than with other methods, cast iron is used to produce a wide array of tools like plowshares, nails or harrows." + + building_type_horse_pastures_01:0 "Horse Herds" + building_type_horse_pastures_01_desc:0 "Anybody can wield a crude weapon and strike his fellow man. Almost anybody can gather a crude-weapon-wielding peasant mob. But only from the delicate harmony of a well-raised horse, a skillful warrior, and a suitable weapon, led by the finest of commanders, an unrivaled fighting force to sweep across the Earth can arise." + building_horse_pastures_01:0 "Wild Horse Taming" + building_horse_pastures_01_desc:0 "Horses that can survive on their own in harsh terrain have remarkable instincts. So instead of breaking them, we shall use their aptitude to help our warriors." + building_horse_pastures_02:0 "Leather Horse Whips" + building_horse_pastures_02_desc:0 "Instead of hurting the horses with crude tools like spurs, our warriors use whips with a leather loop tied around riders' wrists. After using the whip, the warrior lets it hang loosely, freeing his hands." + building_horse_pastures_03:0 "Horse Archer Saddles" + building_horse_pastures_03_desc:0 "Saddles with high stirrups, deep seats, high saddle pommels, and cantle allow our warriors to keep riding while entirely focused on shooting arrows at our enemies." + building_horse_pastures_04:0 "Piercing Arrowheads" + building_horse_pastures_04_desc:0 "Felling the usually unarmored mounts is much easier than targeting and wounding the enemy riders." + building_horse_pastures_05:0 "Leather Horse Armor" + building_horse_pastures_05_desc:0 "Suits of light armor protect the whole animal without limiting the horse's movement and fortitude." + building_horse_pastures_06:0 "Composite Recurved Bows" + building_horse_pastures_06_desc:0 "Composite bows, made from wood, animal horn, and sinew, bound together by animal glue, are the perfect weapons for our supreme mounted archers." + building_horse_pastures_07:0 "Spare Horses" + building_horse_pastures_07_desc:0 "When the warhorse becomes tired, the rider dismounts and switches to another. The used mount continues to travel alongside the rider and the rest of the spare horses, albeit without the rider's weight. Such an approach allows our armies to cover enormous distances and be able to constantly scout ahead of the main force." + building_horse_pastures_08:0 "Rules of Equine Warfare" + building_horse_pastures_08_desc:0 ""See to it that your men keep their crupper hanging loose on their mounts and the bit of their bridle out of the mouth, except when you allow them to hunt. That way, they won't be able to gallop off at their whim. Having established these rules, see to it you seize and beat any man who breaks them. Any man who ignores this decree, cut off his head where he stands."" + + building_type_warrior_lodges_01:0 "Warrior Lodges" + building_type_warrior_lodges_01_desc:0 "Personal bonds forged on the battlefields deserve halls of commemoration, where warriors of old can share their wondrous yet believable tales with dreamy-eyed youngsters." + building_warrior_lodges_01:0 "Trophy Halls" + building_warrior_lodges_01_desc:0 "Life on the battlefield and human memory are both fleeting things, whereas a wall where each lodge member can hang their treasured trophies will stand for much, much longer." + building_warrior_lodges_02:0 "Squire Quarters" + building_warrior_lodges_02_desc:0 "A modest equipment storage and an established rigorous training schedule are all that's needed for those too young to remember battles of the past to learn from those too old to join ranks in the future." + building_warrior_lodges_03:0 "Feasting Halls" + building_warrior_lodges_03_desc:0 "The addition of feasting halls, always brimming with food and laughter, addresses the rising number of celebrated battles in this warrior lodge." + building_warrior_lodges_04:0 "Formation Fighting Fields" + building_warrior_lodges_04_desc:0 "On dedicated fields that mirror terrains where armies clash, groups of warriors can learn how to fight and maneuver as a cohesive unit. Troops trained here are a formidable force, having learned to trust both their commanders and men in the ranks next to them." + building_warrior_lodges_05:1 "Warriors' Graves" + building_warrior_lodges_05_desc:0 "With sacred grounds secured for burial, venerated members of this warrior lodge can safely rest forever, no longer confined to the foreign, cold ground of a battlefield... while at the same time serving as an inspiration for generations of warriors to come." + building_warrior_lodges_06:0 "Commemoration Halls" + building_warrior_lodges_06_desc:0 "In these halls, well-paid troubadours and poets are lauding the deeds of the bravest of warriors. When sufficient crowds assemble - or a sufficiently wealthy patron wishes - whole spectacles take place, reenacting the famous and victorious battles of the past." + building_warrior_lodges_07:1 "Library of Warriors" + building_warrior_lodges_07_desc:0 "Generations of young trainees have been learning here, but only from the surviving and still-present warriors. Now the troves of accumulated, and only sometimes conflicting, knowledge can be accessed by almost anybody for a small fee." + building_warrior_lodges_08:0 "Visitors Quarters" + building_warrior_lodges_08_desc:0 "These halls have become a venerated destination of profane pilgrimages, known and dreamed about far and wide by aspiring and seasoned warriors alike." + + building_type_hillside_grazing_01:0 "Hillside Grazing Lands" + building_type_hillside_grazing_01_desc:0 "Unsuitable for farming and largely covered in grass and other plants that can be consumed by horses these hills have mainly been put to use for grazing." + building_hillside_grazing_01:0 "Hill Pastures" + building_hillside_grazing_01_desc:0 "Large open outside areas are ideal for use as pastures for horses of all sizes and types. Anyone with a horse has the right to make use of these grazing lands, supporting agriculture as well as local cavalrymen." + building_hillside_grazing_02:0 "Graziers" + building_hillside_grazing_02_desc:0 "As horse raising becomes even more important to the local economy this pastureland now supports a large group of people dealing with herding the animals." + building_hillside_grazing_03:0 "Expanded Grazing Area" + building_hillside_grazing_03_desc:0 "While this is an area that naturally lends itself to grazing there are still ways in which the available area can be expanded. Trees can be cut down and rocks removed, reclamation of land from nature never really stops." + building_hillside_grazing_04:0 "Horse Farms" + building_hillside_grazing_04_desc:0 "Any usable farmland in this area is eventually bought up by the horse farmers for whom the vegetables and small produce can help support their growing workforce." + building_hillside_grazing_05:0 "Small Horse Ranches" + building_hillside_grazing_05_desc:0 "Over time a number of dedicated ranches, where horses are being bred, fed and trained have become an integral part of the local economy" + building_hillside_grazing_06:0 "Horse Markets" + building_hillside_grazing_06_desc:0 "Horse trading is a natural part of keeping and breeding mounts. As the business develops a number more or less permanent horse market towns will start to form from season to season." + building_hillside_grazing_07:0 "Horse Marshals" + building_hillside_grazing_07_desc:0 "In order to breed and feed high quality warhorses there is a need of someone who will take care of their various ailments and injuries as well as assess their quality in a systematic way. As horse raising becomes increasingly important in this area so does the horse marshal who will tend to the mounts." + building_hillside_grazing_08:0 "Large Horse Ranches" + building_hillside_grazing_08_desc:0 "Over time all grazing land has been consolidated under a number of great ranches, responsible for breeding and training large numbers of strong war horses." + + building_type_windmills_01:0 "Windmills" + building_type_windmills_01_desc:0 "Windmills are located in areas where the winds are usually the strongest, like on hills or by the coasts. Unlike watermills, windmills are not stopped by the freezing of the rivers and can grind all year long." + building_windmills_01:0 "Simple Windmills" + building_windmills_01_desc:0 "Simple vertical sails, added on top of an animal-cranked mill, not only add to the power of the mill, but also preserve the strength of the beast of burden for longer." + building_windmills_02:0 "Panemones" + building_windmills_02_desc:0 "Panemones are vertically positioned windmills, with one half of the windmill shielded from the wind. This ensures that the upwind sails are not pushing against the turn." + building_windmills_03:0 "Rotating Wind Sails" + building_windmills_03_desc:0 "With a bit of ingenuity in the design, returning sails rotate swiftly against the wind." + building_windmills_04:0 "Windmill Water Wheels" + building_windmills_04_desc:0 "By using wind power to turn a water wheel, thus generating water flow in a canal or a simple wooden pipe, the grinding and milling stones can be placed in more accessible locations." + building_windmills_05:0 "Horizontal Windmills" + building_windmills_05_desc:0 "With every sail pushing in the right direction, more power can be directed to multiple grinding stones. Though work is often interrupted by changes in wind direction, requiring a manual readjustment of the whole windmill." + building_windmills_06:0 "Post Mills" + building_windmills_06_desc:0 "With the whole windmill placed on a sturdy post, it can easily turn towards the direction of the wind. Changes in the wind strength need manual adjustment, by folding sails and weighting down the wings to keep the turn steady." + building_windmills_07:0 "Gearboxes" + building_windmills_07_desc:0 "The slow turn of the mighty windmill sails is sped up by the addition of a simple set of wooden gears, enabling the mill to turn faster. This makes it much more suitable for most materials brought in for processing." + building_windmills_08:0 "Tower Mills" + building_windmills_08_desc:0 "The body of the windmill is a fine work of masonry, with only the top still being wooden thus enabling the sails to face the wind. No storm or misguided knight can topple this tower and interrupt the grind." + + building_type_watermills_01:0 "Watermills" + building_type_watermills_01_desc:0 "Watermills turn all kinds of water movement, from tides to waterfalls, into rotation used for grinding, sawing, crushing, and fulling. Permits to operate a watermill are an easy and reliable source of additional tax for the owner of the holding." + building_watermills_01:0 "Undershot Waterwheels" + building_watermills_01_desc:0 "A simple wheel placed in the fast-flowing river can accomplish much more than a human or horse cranked mill, and most importantly, will never get tired or ask for payment." + building_watermills_02:0 "Cranks and Connecting Rods" + building_watermills_02_desc:0 "With a simple wooden gearing, the turning speed of the millstones is no longer directly tied to the whims of the weather." + building_watermills_03:0 "Overshot Waterwheels" + building_watermills_03_desc:0 "Using the difference in water levels, formed either naturally or achieved with a bit of human ingenuity, is a much more efficient and reliable way of generating torque." + building_watermills_04:0 "Industrial Mills" + building_watermills_04_desc:0 "What started as a simple malt mill, processing mostly agricultural goods, now attracts other trades. Guild porters are waiting till the mills grind their mustard, full their cloth, or crush their ore." + building_watermills_05:0 "Organized Roads" + building_watermills_05_desc:0 "Hired enforcers, shelters, road passes, and even inns, placed alongside the roads leading to the mills, organize and cater to those waiting in line. Horse or human-pulled carts, full of soon to be milled goods, like lumber, hemp, or animal skins, are lining up day and night." + building_watermills_06:0 "Ship Mills" + building_watermills_06_desc:0 "Barges permanently anchored in the middle of rivers are harnessing the strongest currents. On meandering rivers, barges can be remoored to the outside bends without much effort." + building_watermills_07:0 "Levees and Dams" + building_watermills_07_desc:0 "A set of water levees, dams, and artificial canals, for both undershot and overshot waterwheels, accommodates growing milling needs. With almost every natural suitable spot already occupied, newly-dug waterways are streaking the countryside." + building_watermills_08:0 "Powdermills" + building_watermills_08_desc:0 "A separate mill, placed far away from other industries, is fully dedicated to efficiently and #EMP somewhat#! safely milling charcoal and sulfur." + + building_type_caravanserai_01:0 "Caravanserai" + building_type_caravanserai_01_desc:0 "A shelter located in inhospitable terrain that welcomes weary travelers while trying to keep out the unsavory ones." + building_caravanserai_01:0 "Small Caravanserai" + building_caravanserai_01_desc:0 "A simple rectangular building that provides basic amenities for travelers and merchants so they can rest and recuperate while on long journeys." + building_caravanserai_02:0 "Merchant Stalls" + building_caravanserai_02_desc:0 "Small merchants stalls, selling basic supplies for the road. With a guaranteed point of resupply, caravans can carry more trade goods." + building_caravanserai_03:0 "Guard Quarters" + building_caravanserai_03_desc:0 "The addition of permanent guard quarters and a set of watchtowers, manned by vigilant sentries, actively protects against dangers lurking in the vast of night." + building_caravanserai_04:0 "Merchant Halls" + building_caravanserai_04_desc:0 "In these halls, merchants from all ends of the Earth are exchanging trade goods and sharing stories from the lands they traveled through." + building_caravanserai_05:0 "Customs Office" + building_caravanserai_05_desc: "In the harsh heat of the sun, stern-faced officials weigh, register, and appropriately tax all trade goods passing through this caravanserai. In the shadows, kind-faced individuals offer ways to move the goods for an even more... #EMP appropriate#! fee." + building_caravanserai_06:0 "Artisan Workshops" + building_caravanserai_06_desc:0 "With the abundance of source materials and wealthy patrons, artisans are able to craft and sell magnificent artifacts." + building_caravanserai_07:0 "Bathhouses" + building_caravanserai_07_desc: "Spacious bathhouses satisfy even the most luxurious desires. For those traveling with lighter purses, they provide a simple yet welcome refreshment." + building_caravanserai_08:0 "Royal Chambers" + building_caravanserai_08_desc:0 "The addition of suitable chambers properly accommodate the frequently visiting important and most honorable individuals, from this realm and beyond." + + building_type_workshops_01:0 "Workshops" + building_type_workshops_01_desc:0 "Fletchers, bowyers, and carpenters work in these shops to construct siege weapons and to provide troops with supplies for prolonged campaigns." + building_workshops_01:0 "Shooting Ranges" + building_workshops_01_desc:0 "A large area has been cleared of obstacles to accommodate archers or siege engineers with a space to try out their goods and practice their skills." + building_workshops_02:0 "Ropewalks" + building_workshops_02_desc:0 "Day and night, in a long narrow ditch partially sheltered from elements, workers are laying and braiding rope and string, both plant or animal-based." + building_workshops_03:0 "String Storages" + building_workshops_03_desc:0 "A dedicated storage facility keeps a ready-to-use stock for bows, crossbows, and torsion siege weapons." + building_workshops_04:0 "Tunneler's Guild" + building_workshops_04_desc:0 "While appearing deceitfully simple, tunneling during sieges is an occupation that requires a lot of dedication and expertise. Those who survived their first siege can share the knowledge and practical skills with eager volunteers." + building_workshops_05:0 "Fletcher's Guild" + building_workshops_05_desc:0 "No longer part of the bowyer's guild due to increased demand for both weapons and ammunition, a separate fletcher's guild tirelessly provides all the arrows needed to sustain the troops in the field." + building_workshops_06:0 "Mathematicians Halls" + building_workshops_06_desc:0 "Repeated trial and error adjustments to torsion engine parameters, made to achieve better accuracy and range, have led some of our siege engineers to start writing down their successful methods. Their parchments now fill whole halls, alive with commotion and discussion." + building_workshops_07:0 "Standardized Weapon Dimensions" + building_workshops_07_desc:0 "With ledgers filled with desired lengths of various wooden beams, we can finally ensure that a projectile weighing 90 kilograms is thrown exactly 300 meters. Under ideal weather conditions. Most of the time." + building_workshops_08:0 "Powderhouses" + building_workshops_08_desc:0 "A detached, sturdy building with a strict entry policy serves as a storage for terrifying amounts of gunpowder, to be used either for powerful breaching charges in the tunnel warfare or as a propellant for bombards." + + building_type_wind_furnace_01:0 "Wind Furnaces" + building_type_wind_furnace_01_desc:0 "Placed in hilly terrain on the ocean's coast, where the monsoon winds first impact the land, wind furnaces smelt world famous steel of impeccable quality." + building_wind_furnace_01:0 "Small Wind Furnaces" + building_wind_furnace_01_desc:0 "Furnaces oriented directly towards the west, so they can catch and use as much as possible of the incident wind." + building_wind_furnace_02:0 "Reusable Tuyeres" + building_wind_furnace_02_desc: "Tuyeres, the metal air intakes into the furnace, are carefully fitted into the middle to give a measure of air stability inside, negating the effects of gusting. For the next smelt they are reused by being placed at the bottom of the front walls, allowing the slag to flow out of furnaces." + building_wind_furnace_03:0 "Clay Front Walls" + building_wind_furnace_03_desc:0 "The clay front walls of the furnaces are neatly designed to withstand both the heat and the slag formation during smelting, while also being easily broken at the end of the smelt." + building_wind_furnace_04:0 "Preheat Procedures" + building_wind_furnace_04_desc:0 "A long preheat, which allows the charcoal to properly burn, followed by the gradual addition of an ore and charcoal mixture, is finished by additional intake of charcoal." + building_wind_furnace_05:0 "Curved Rear Walls" + building_wind_furnace_05_desc:0 "Supported by the two upright stones, the curvature of the permanent rear wall limits the contact with hot and corrosive slag, enabling the furnace to work for longer without needing a full rebuild." + building_wind_furnace_06:0 "Longer Front Walls" + building_wind_furnace_06_desc:0 "Lengthened front walls allow an increase in the amount of steel made in each smelt, while still keeping other dimensions the same, and thus the superb properties of the furnaces and steel." + building_wind_furnace_07:0 "Charcoal Burners" + building_wind_furnace_07_desc:0 "Further from the coast than the furnaces, a line of charcoal burners are constantly heating wood to supply the expanding industry." + building_wind_furnace_08:0 "Iron Ore Processing" + building_wind_furnace_08_desc:0 "By crushing the ore more thoroughly, and roasting it before placing it into the furnaces, bigger yields of even greater quality can be achieved." + + building_type_theodosian_walls_01:0 "The Theodosian Walls" + building_type_theodosian_walls_01_desc:1 "The Theodosian Walls were built during the reign of Emperor Theodosius II in the early 5th century, but they still remain some of the most formidable fortifications built by human hands." + building_theodosian_walls_01:0 "Theodosian Walls" + building_theodosian_walls_01_desc:0 "$building_type_theodosian_walls_01_desc$" + + building_type_aurelian_walls_01:0 "The Aurelian Walls" + building_type_aurelian_walls_01_desc:1 "The Aurelian Walls were built during the reign of the Roman Emperors Aurelian and Probus. To this day they provide formidable defense, completely enclosing the seven hills of Rome." + building_aurelian_walls_01:0 "Aurelian Walls" + building_aurelian_walls_01_desc:0 "$building_type_aurelian_walls_01_desc$" + + building_type_the_colosseum_01:0 "The Colosseum" + building_type_the_colosseum_01_desc:0 "The Colosseum is one of the largest amphitheaters ever built and has hosted countless spectacles such as gladiatorial combat, animal hunts and even reconstructed sea battles. Its construction was started by the Roman emperor Vespasian in AD 72 and was completed in AD 80 under his successor, Titus.\n\nDespite its vibrant history, its primary use today is for harvesting marble and bronze for use elsewhere." + building_the_colosseum_01:0 "$building_type_the_colosseum_01$" + building_the_colosseum_01_desc:0 "$building_type_the_colosseum_01_desc$" + + building_type_hadrians_wall_01:0 "Hadrian's Wall" + building_type_hadrians_wall_01_desc:0 "Hadrian's Wall was built during Roman times to keep the northern Picts out of the province of Britannia. Nowadays it serves no defensive purpose, but the stones make for a cheap and convenient source of building material!" + building_hadrians_wall_01:0 "$building_type_hadrians_wall_01$" + building_hadrians_wall_01_desc:0 "$building_type_hadrians_wall_01_desc$" + + building_type_offas_dyke_01:0 "Offa's Dyke" + building_type_offas_dyke_01_desc:0 "Offa's Dyke, which is a long ditch flanked by a wall of earth, was constructed by the Anglo-Saxon king of Mercia to defend the border towards Wales. This raised earthwork offers an advantage to whoever stands on the side of the wall, as any attackers have to fight an uphill battle from the ditch." + building_offas_dyke_01:0 "$building_type_offas_dyke_01$" + building_offas_dyke_01_desc:0 "$building_type_offas_dyke_01_desc$" + + building_type_buddhas_of_bamian_01:1 "Buddhas of $c_bamian$" + building_type_buddhas_of_bamian_01_desc:0 "Carved out of the mountainside, the massive Buddhas of Bamian loom over any visitors. While the area surrounding them is no longer the thriving center of Buddhist learning as it once was, there's still numerous Buddhist pilgrims and scholars visiting the statues. A shrewd $rf_eastern$ ruler might even be able to pull a profit from the pilgrims, in addition to gaining some personal insights." + building_buddhas_of_bamian_01:0 "$building_type_buddhas_of_bamian_01$" + building_buddhas_of_bamian_01_desc:0 "$building_type_buddhas_of_bamian_01_desc$" + NOT_BUDDHAS_OF_BAMIAN_ENABLED:1 "The [holder|E] must be of the $rf_eastern$ [religious_family|E]" + + building_type_petra_01:0 "Petra" + building_type_petra_01_desc:0 "The city of Petra is a true wonder of the ancient world. Carved directly out of naturally occurring rose-tinted rock, the city stands as a curiosity that intrigues even the mightiest sultan." + building_petra_01:0 "$building_type_petra_01$" + building_petra_01_desc:0 "$building_type_petra_01_desc$" + + building_type_house_of_wisdom_01:0 "House of Wisdom" + building_type_house_of_wisdom_01_desc:0 "The House of Wisdom contains a vast collection of books, and the scribes therein work tirelessly both day and night to translate even more great works of literature. The sources vary from Greek, Persian, Indian and many more — truly, it contains the entire world's knowledge! A shining beacon of human knowledge! And comfortably far from the illiterate horsemen of the steppe..." + building_house_of_wisdom_01:0 "$building_type_house_of_wisdom_01$" + building_house_of_wisdom_01_desc:0 "$building_type_house_of_wisdom_01_desc$" + + building_type_palace_of_aachen_01:1 "$building_palace_of_aachen_01$" + building_type_palace_of_aachen_01_desc:0 "The Palace of Aachen was chosen by Charlemagne to be the center of power of the Carolingian Empire. It served a both political and religious purpose, and is still an excellent place for hosting important gatherings." + building_palace_of_aachen_01:0 "Palace of Aachen" + building_palace_of_aachen_01_desc:0 "$building_type_palace_of_aachen_01_desc$" + + building_type_notre_dame_01:1 "$building_notre_dame_01$" + building_type_notre_dame_01_desc:0 "Also known as 'Our Lady of Paris,' this magnificent cathedral is dedicated to the Virgin Mary. Constructed in the Gothic style, it impresses with numerous statues and enormous colorful rose windows.\n\nOn the outside, the cathedral is covered with sculptures vividly retelling biblical stories, allowing even illiterate peasants to understand the glory of God!" + building_notre_dame_01:0 "Notre-Dame" + building_notre_dame_01_desc:0 "$building_type_notre_dame_01_desc$" + + building_type_hagia_sophia_01:1 "Hagia Sophia" + building_type_hagia_sophia_01_desc:0 "The Hagia Sophia is a true marvel of engineering, with a massive dome standing out as the most impressive feature. Completed in AD 537 by emperor Justinian I, it now houses the Ecumenical Patriarch and stands as a monument to Christianity.\n\nAnd so it will remain for all eternity, for surely nothing could ever topple the might of Rome." + building_hagia_sophia_01:0 "Hagia Sophia Cathedral" + building_hagia_sophia_01_desc:0 "$building_type_hagia_sophia_01_desc$" + building_hagia_sophia_02:0 "Hagia Sophia Mosque" + building_hagia_sophia_02_desc:0 "The Hagia Sophia is a true marvel of engineering, with a massive dome and four impressive minarets standing out as the most impressive features. Started in AD 537 by emperor Justinian I, it has since been turned into an awe-inspiring Mosque.\n\nAnd so it will remain for all eternity, for surely nothing could ever topple the might of Rum." + + building_type_dome_of_the_rock_01:0 "Temple in Jerusalem" + building_type_dome_of_the_rock_01_desc:0 "The Dome of the Rock is situated in the center of the Temple Mount, in the place where the Temple of Solomon and the Jewish Second Temple stood. The temples foundation stone is said to be the place where God created the world and the first human, Adam. The Dome of the Rock and the nearby Church of the Holy Sepulchre attract Abrahamic pilgrims from all around the world." + building_dome_of_the_rock_01:0 "Dome of the Rock" + building_dome_of_the_rock_01_desc:0 "$building_type_dome_of_the_rock_01_desc$" + building_temple_in_jerusalem_01:0 "The Third Temple" + building_temple_in_jerusalem_01_desc:0 "Hundreds of years after the destruction of the Second Temple the time has finally come to restore the Temple in Jerusalem! This Third Temple will stand the test of time, vigilantly guarded from all who would see it destroyed." + + building_type_stonehenge_01:0 "Stonehenge" + building_type_stonehenge_01_desc:0 "Stonehenge is an ancient, mystical structure that has inspired many a scholar. Even today, in these enlightened times, learned men from all around Britain flock to study it. What truly is its purpose?" + building_stonehenge_01:0 "$building_type_stonehenge_01$" + building_stonehenge_01_desc:0 "$building_type_stonehenge_01_desc$" + + building_type_iron_pillar_of_dhar_01:0 "Iron Pillar of Dhar" + building_type_iron_pillar_of_dhar_01_desc:0 "The Iron Pillar of Dhar is constructed from the molten-down arms of an entire army. The craftsmanship is truly astounding, bringing glory upon the dynasty which holds it." + building_iron_pillar_of_dhar_01:0 "$building_type_iron_pillar_of_dhar_01$" + building_iron_pillar_of_dhar_01_desc:0 "$building_type_iron_pillar_of_dhar_01_desc$" + + building_type_iron_pillar_of_delhi_01:0 "Iron Pillar of Delhi" + building_type_iron_pillar_of_delhi_01_desc:0 "The mighty Iron Pillar of Delhi stands as a symbol to the glory of King Chandragupta II, though subsequent rulers have also etched their names into it. Despite having stood for a long time, there's no trace of rust – a testament to the skill of Indian ironsmiths!" + building_iron_pillar_of_delhi_01:0 "$building_type_iron_pillar_of_delhi_01$" + building_iron_pillar_of_delhi_01_desc:0 "$building_type_iron_pillar_of_delhi_01_desc$" + + building_type_the_pyramids_01:0 "The Pyramids" + building_type_the_pyramids_01_desc:0 "The pyramids, most prominently the one of Cheops, stand as wonders of the ancient world. Vast and impressive, they enhance the image of any ruler who controls them." + building_the_pyramids_01:0 "$building_type_the_pyramids_01$" + building_the_pyramids_01_desc:0 "$building_type_the_pyramids_01_desc$" + + building_type_pyramids_02:0 "Pyramids" + building_type_pyramids_02_desc:0 "These pyramids, modelled after those in egypt stand as wonders of the modern world. Vast and impressive though less so than their forebearers, they enhance the image of any ruler who controls them." + building_pyramids_02:0 "$building_type_pyramids_02$" + building_pyramids_02_desc:0 "$building_type_pyramids_02_desc$" + + building_type_alhambra_01:0 "Alhambra" + building_type_alhambra_01_desc:0 "The Alhambra is a fortress built upon the remains of an ancient Roman fortification. While it is serviceable as a defensive structure, with the right investments it could be turned into something more..." + building_alhambra_01:0 "$building_type_alhambra_01$ Fortress Ruins" + building_alhambra_01_desc:0 "$building_type_alhambra_01_desc$" + building_alhambra_02:0 "Royal Palace of $building_type_alhambra_01$" + building_alhambra_02_desc:1 "The Alhambra has since its days as a mere Roman ruin been upgraded to a royal palace befitting an emperor! A shining example of local architecture, the color of the buildings in contrast with the surrounding woods lead poets to describe it as "a pearl set in emeralds."" + + building_type_shwedagon_pagoda_01:0 "Shwedagon Pagoda" + building_type_shwedagon_pagoda_01_desc:0 "The Shwedagon Pagoda is a sacred Buddhist stupa built by the Mon people around the year 500. It houses many famous relics, such as the staff of Kakusandha, the water filter of Koṇāgamana, a piece of the robe of Kassapa, and eight strands of hair from the head of Gautama." + building_shwedagon_pagoda_01:0 "Shwedagon Pagoda" + building_shwedagon_pagoda_01_desc:0 "$building_type_shwedagon_pagoda_01_desc$" + + building_type_khajuraho_01:0 "Temple City" + building_type_khajuraho_01_desc:0 "The Khajuraho temples are dedicated to the coexistence between Hindus and Jains, where their diverse religious views are celebrated. The temple walls are covered with intricate art and sculptures, making the place truly resplendent and attractive to pilgrims and scholars alike." + building_khajuraho_01:0 "Khajuraho" + building_khajuraho_01_desc:0 "$building_type_khajuraho_01_desc$" + + building_type_the_tower_of_london_01:0 "The Tower of London" + building_type_the_tower_of_london_01_desc:0 "The Tower of London is a castle that serves as both a vital fortification and a prison. The central tower is called the 'White Tower' and houses the ruling class. The position of the Tower of London means that it's vital to the defense of the entire County." + building_the_tower_of_london_01:0 "The Tower of London" + building_the_tower_of_london_01_desc:0 "$building_type_the_tower_of_london_01_desc$" + + building_type_london_bridge_01: "London Bridge" + building_type_london_bridge_01_desc: "There have been bridges over the River Thames since time immemorial, but this one — made of mighty stone — stands grander than all prior. The churning currents below have led to the common acceptance that the bridge is for wise men to pass over, and for fools to pass under." + building_london_bridge_01: "London Bridge" + building_london_bridge_01_desc: "Enlarged $building_type_london_bridge_01_desc$" + + building_type_citadel_of_aleppo_01:1 "$building_citadel_of_aleppo_01$" + building_type_citadel_of_aleppo_01_desc:0 "The Citadel of Aleppo is an ancient fortification, having been in use by numerous powers since it was constructed. The citadel acts as a royal residence, fortified retreat, temple and prison." + building_citadel_of_aleppo_01:0 "Citadel of Aleppo" + building_citadel_of_aleppo_01_desc:0 "$building_type_citadel_of_aleppo_01_desc$" + building_citadel_of_aleppo_02:0 "Reconstructed Citadel of Aleppo" + building_citadel_of_aleppo_02_desc:1 "After having gone through major reconstruction, the Citadel of Aleppo has been significantly fortified and turned into a proper palatial city!" + + building_type_holy_site_cathedral_01:1 "Grand Cathedral" + building_type_holy_site_cathedral_01_desc:1 "The [holy_site|E] in this area attracts Christian pilgrims from all around the known world. The grand cathedral is not just a marvel of engineering and beauty, but also a safe haven for travelers and a prestigious monument to its sponsor." + building_holy_site_cathedral_01:1 "Grand Cathedral" + building_holy_site_cathedral_01_desc:1 "$building_type_holy_site_cathedral_01_desc$" + + building_type_holy_site_mosque_01:0 "Grand Mosque" + building_type_holy_site_mosque_01_desc:0 "The [holy_site|E] in this area is a popular destination for devout pilgrims. The grand mosque gives them a place to pray, rest and pay homage before continuing their journey. Its beautiful domes and great intricate spires signal the greatness of god for all to see." + building_holy_site_mosque_01:0 "Grand Mosque" + building_holy_site_mosque_01_desc:0 "$building_type_holy_site_mosque_01_desc$" + + building_type_holy_site_pagan_grand_temple_01:0 "Grand Temple" + building_type_holy_site_pagan_grand_temple_01_desc:0 "The [holy_site|E] in this area attracts the faithful in droves. The grand temple is covered in ornate carvings displaying heroic deeds by gods and demi-gods alike. Massive bonfires send plumes of smoke upwards to the gods themselves, with holy men administering blessings to all who venerate the spirits." + building_holy_site_pagan_grand_temple_01:0 "Grand Temple" + building_holy_site_pagan_grand_temple_01_desc:0 "$building_type_holy_site_pagan_grand_temple_01_desc$" + + building_type_holy_site_indian_grand_temple_01:0 "Grand Temple" + building_type_holy_site_indian_grand_temple_01_desc:0 "The [holy_site|E] in this area attracts scores of humble pilgrims seeking to cleanse their souls. The grand temple is covered from foundation to spire with statues and idols to the gods, retelling ancient legends and the lives of noble prophets." + building_holy_site_indian_grand_temple_01:0 "Grand Temple" + building_holy_site_indian_grand_temple_01_desc:0 "$building_type_holy_site_indian_grand_temple_01_desc$" + + building_type_holy_site_other_grand_temple_01:0 "Grand Temple" + building_type_holy_site_other_grand_temple_01_desc:0 "The [holy_site|E] in this area is a meeting point for the devout and dedicated. The grand temple stands as a noble tribute to the higher powers, its walls and domes smoothed and painted in resplendent colors that honor the divine." + building_holy_site_other_grand_temple_01:0 "Grand Temple" + building_holy_site_other_grand_temple_01_desc:0 "$building_type_holy_site_other_grand_temple_01_desc$" + + HOLY_SITE_BUILDING_ENABLED:1 "The [faith|E] of the holder considers this a [holy_site|E]" + NOT_HOLY_SITE_BUILDING_ENABLED:1 "The [faith|E] of the holder must consider this a [holy_site|E]" + + NOT_holy_site_muslim_or_holy_site_trigger:0 "The holder must be Muslim or consider this a [holy_site|E]" + NOT_holy_site_christian_or_holy_site_trigger:0 "The holder must be Christian or consider this a [holy_site|E]" + NOT_holy_site_muslim_christian_or_holy_site_trigger:0 "The holder must be Muslim, Christian, or consider this a [holy_site|E]" + NOT_holy_site_muslim_or_zoroastrian_or_holy_site_trigger:0 "The holder must be Muslim, Zoroastrian, or consider this a [holy_site|E]" + NOT_holy_site_jewish_or_holy_site_trigger:0 "The holder must be Jewish or consider this a [holy_site|E]" + + building_type_holy_site_imam_ali_mosque_01:0 "Imam Ali Mosque" + building_type_holy_site_imam_ali_mosque_01_desc:0 "The Imam Ali Mosque houses the tomb of Ali, cousin of Muhammad and the first Shi'ite Imam after him. Thousands of pilgrims come to pay tribute each year, greeted by the magnificent green dome of the mosque." + building_holy_site_imam_ali_mosque_01:0 "$building_type_holy_site_imam_ali_mosque_01$" + building_holy_site_imam_ali_mosque_01_desc:0 "$building_type_holy_site_imam_ali_mosque_01_desc$" + + building_type_holy_site_great_mosque_of_mecca_01:0 "Great Mosque of Mecca" + building_type_holy_site_great_mosque_of_mecca_01_desc:0 "The Great Mosque of Mecca is a massive and ancient structure whose walls surround the holy Kaaba. Many great Sultans have expanded upon the mosque and its surroundings since its construction. Every Muslim is supposed to visit this site when on the Hajj." + building_holy_site_great_mosque_of_mecca_01:0 "$building_type_holy_site_great_mosque_of_mecca_01$" + building_holy_site_great_mosque_of_mecca_01_desc:0 "$building_type_holy_site_great_mosque_of_mecca_01_desc$" + + building_type_holy_site_cologne_cathedral_01:0 "Cologne Cathedral" + building_type_holy_site_cologne_cathedral_01_desc:0 "The Cologne Cathedral houses the relics of the Three Kings, which draw the attention of pilgrims from all over the Christian world. The cathedral is built using Gothic architecture and is richly adorned with spires and intricate details." + building_holy_site_cologne_cathedral_01:0 "$building_type_holy_site_cologne_cathedral_01$" + building_holy_site_cologne_cathedral_01_desc:0 "$building_type_holy_site_cologne_cathedral_01_desc$" + + building_type_holy_site_canterbury_cathedral_01:1 "$building_type_holy_site_canterbury_cathedral_03$" + building_type_holy_site_canterbury_cathedral_01_desc:1 "Augustine, Roman missionary and later archbishop, built the Canterbury Cathedral after choosing the town as his center for the episcopal see in Kent. This new cathedral revived the importance of the city, granting it authority over the English church." + building_holy_site_canterbury_cathedral_01:1 "Canterbury Basilica" + building_holy_site_canterbury_cathedral_01_desc:0 "$building_type_holy_site_canterbury_cathedral_01_desc$" + + building_type_holy_site_canterbury_cathedral_02:0 "$building_type_holy_site_canterbury_cathedral_03$" + building_type_holy_site_canterbury_cathedral_02_desc:0 "The cathedral is not immune to the passage of time and inclement circumstances. The Norman style was chosen to repair the damaged cause by a fire. The new cruciform nave replaced the previous basilica, and a free standing campanile was added later." + building_holy_site_canterbury_cathedral_02:0 "Temple of Canterbury" + building_holy_site_canterbury_cathedral_02_desc:0 "$building_type_holy_site_canterbury_cathedral_02_desc$" + + building_type_holy_site_canterbury_cathedral_03:0 "Canterbury Cathedral" + building_type_holy_site_canterbury_cathedral_03_desc:0 "Serious damage dealt to the cathedral called for a new rebuilding project. Even though the Norman fabric was maintained in certain parts, the flourishing Gothic style was chosen to elevate the structure." + building_holy_site_canterbury_cathedral_03:0 "$building_type_holy_site_canterbury_cathedral_02$" + building_holy_site_canterbury_cathedral_03_desc:0 "$building_type_holy_site_canterbury_cathedral_02_desc$" + + building_type_doges_palace_01:0 "Doge's Palace" + building_type_doges_palace_01_desc:0 "The Doge's Palace acts as the residence for the government of the Republic of Venice. An impressive structure, it houses multiple chambers dedicated to things such as the Council, Senate, administration, and justice." + building_doges_palace_01:0 "$building_type_doges_palace_01$" + building_doges_palace_01_desc:0 "$building_type_doges_palace_01_desc$" + + building_type_visby_ringmur_01:0 "Visby Ringmur" + building_type_visby_ringmur_01_desc:0 "The Visby City Wall protects the city from external threats such as raiders or Danes. It also efficiently keeps out tax collectors sent by the Thing of Gotland! To get to the riches within, assailants must first deal with a plethora of towers all manned by archers." + building_visby_ringmur_01:0 "$building_type_visby_ringmur_01$" + building_visby_ringmur_01_desc:0 "$building_type_visby_ringmur_01_desc$" + + building_type_walls_of_benin_01:0 "Walls of Benin" + building_type_walls_of_benin_01_desc:0 "The Walls of Benin are a massive series of earthworks #low (Iya in the Edo language)#!, that encircle the entirety of Benin. The walls are built of a ditch and dike structure, with an inner moat and an exterior rampart." + building_walls_of_benin_01:0 "$building_type_walls_of_benin_01$" + building_walls_of_benin_01_desc:0 "$building_type_walls_of_benin_01_desc$" + + building_type_the_friday_mosque_01:0 "The Friday Mosque" + building_type_the_friday_mosque_01_desc:0 "The Friday Mosque, or the Jameh Mosque of Esfahan, was built during the Umayyad dynasty. It is said that the Caliph personally made one of the pillars in the mosque. Before becoming a mosque, it is said that it used to be a house of worship for Zoroastrians." + building_the_friday_mosque_01:0 "$building_type_the_friday_mosque_01$" + building_the_friday_mosque_01_desc:0 "$building_type_the_friday_mosque_01_desc$" + + building_type_brihadeeswarar_temple_01:0 "Brihadeeswarar Temple" + building_type_brihadeeswarar_temple_01_desc:0 "The Brihadeeswarar Temple is dedicated to the Hindu deity Shiva and is one of the largest South Indian temples built in the ornate Dravidian architectural style. The name of the temple is a Sanskrit composite word that roughly translates as "Temple of the Great Lord Shiva."" + building_brihadeeswarar_temple_01:0 "$building_type_brihadeeswarar_temple_01$" + building_brihadeeswarar_temple_01_desc:0 "$building_type_brihadeeswarar_temple_01_desc$" + + building_type_holy_site_mahabodhi_temple_01:0 "Mahabodhi Temple" + building_type_holy_site_mahabodhi_temple_01_desc:0 "The Mahabodhi Temple marks the location where the Buddha is said to have attained enlightenment. The site is a significant destination for pilgrimage by both Buddhists and Hindus. The construction of the temple was started around the year 200 by Emperor Ashoka, and has since been improved and restored multiple times." + building_holy_site_mahabodhi_temple_01:0 "$building_type_holy_site_mahabodhi_temple_01$" + building_holy_site_mahabodhi_temple_01_desc:0 "$building_type_holy_site_mahabodhi_temple_01_desc$" + + building_type_holy_site_great_mosque_of_cordoba_01:0 "The Great Mosque of Cordoba" + building_type_holy_site_great_mosque_of_cordoba_01_desc:0 "The Great Mosque of Cordoba was erected after the Islamic Conquest of the Visigothic Kingdom, upon the foundation of a Christian church. Originally the site was shared, with both Muslims and Christians using it, but the Christian half was eventually purchased and demolished to make room for the Grand Mosque." + building_holy_site_great_mosque_of_cordoba_01:0 "$building_type_holy_site_great_mosque_of_cordoba_01$" + building_holy_site_great_mosque_of_cordoba_01_desc:0 "$building_type_holy_site_great_mosque_of_cordoba_01_desc$" + + building_type_walls_of_genoa_01:0 "Walls of Genoa" + building_type_walls_of_genoa_01_desc:0 "The Walls of Genoa were built in the 9th century after the city was granted significant autonomy. The walls, together with the protection of the coastline, allow the area to develop and prosper." + building_walls_of_genoa_01:0 "$building_type_walls_of_genoa_01$" + building_walls_of_genoa_01_desc:0 "$building_type_walls_of_genoa_01_desc$" + + building_type_holy_site_great_mosque_of_djenne_01:0 "Great Mosque of Djenne" + building_type_holy_site_great_mosque_of_djenne_01_desc:0 "The Great Mosque of Djenne stands on the bank of the Bani River. Constructed entirely out of mudbrick it requires a lot of care, which the faithful are more than willing to provide. Every year, large gatherings of people converge to repair and improve the mosque." + building_holy_site_great_mosque_of_djenne_01:0 "$building_type_holy_site_great_mosque_of_djenne_01$" + building_holy_site_great_mosque_of_djenne_01_desc:0 "$building_type_holy_site_great_mosque_of_djenne_01_desc$" + + building_type_holy_site_great_mosque_of_samarra_01:0 "Great Mosque of Samarra" + building_type_holy_site_great_mosque_of_samarra_01_desc:0 "The Great Mosque of Samarra was completed in AD 851 by the Abbasid caliph Al-Mutawakkil, who reigned in Samarra. Its most prominent feature is the Malwiya Tower, a magnificent spiral minaret, which towers towards the skies at an impressive height." + building_holy_site_great_mosque_of_samarra_01:0 "$building_type_holy_site_great_mosque_of_samarra_01$" + building_holy_site_great_mosque_of_samarra_01_desc:0 "$building_type_holy_site_great_mosque_of_samarra_01_desc$" + + building_type_holy_site_prophetic_mosque_01:0 "The Prophetic Mosque" + building_type_holy_site_prophetic_mosque_01_desc:0 "The Prophetic Mosque, or the Al-Masjid an-Nabawi, is an open-air style mosque established by the prophet Muhammad himself. It was one of the first mosques that he constructed, and the site was close to where he had his residence." + building_holy_site_prophetic_mosque_01:0 "$building_type_holy_site_prophetic_mosque_01$" + building_holy_site_prophetic_mosque_01_desc:0 "$building_type_holy_site_prophetic_mosque_01_desc$" + + building_type_generic_university:0 "University" + building_type_generic_university_desc:0 "A university is a place of higher learning, reserved for those of good standing and wealth who are deemed worthy enough. It attracts scholars and scientists who debate, study, scribe, and ultimately pool their knowledge within its walls." + building_generic_university:0 "$building_type_generic_university$" + building_generic_university_desc:0 "$building_type_generic_university_desc$" + university_effect_desc:1 "Enables the #V $EDUCATION_UNIVERSITY$#! [education|E] Option for [rulers|E] within the same [realm|E]" + university_toto_effect_desc:0 "$tournament_cost_discount_effect_desc$$tournament_phase_board_game$ and $tournament_phase_recital$$tournament_contest_cost_discount_effect_desc$\n" + university_roco_effect_desc:0 "Increased Quality of Sponsored #V Book#! [inspirations|E]\n" + stables_effect_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'stables_toto_effect_desc', 'stables_no_toto_effect_desc' )]" + stables_toto_effect_desc:0 "$tournament_horse_cost_low_discount_effect_toto_desc$\n$fancy_mounts_option_effect_desc$" + stables_no_toto_effect_desc:0 "$unlocks_building_desc$$fancy_mounts_option_effect_desc$" + fancy_mounts_option_effect_desc:1 "From Level 4, enables the [GetTravelOption('fancy_mounts_option').GetName] [travel_option|E]" + camel_farms_effect_desc:0 "$unlocks_building_desc$$fancy_mounts_option_effect_desc$" + feast_cost_discount_effect_desc:0 "$unlocks_building_desc$Reduced Cost for hosting [GetActivityType('activity_feast').GetTextIcon][GetActivityType('activity_feast').GetName] in this [holding|E]: " + feast_cost_discount_min_desc:0 "$feast_cost_discount_effect_desc$[EmptyScope.ScriptValue('feast_activity_cost_discount_min_value')|P0%]" + feast_cost_discount_medium_desc:0 "$feast_cost_discount_effect_desc$[EmptyScope.ScriptValue('feast_activity_cost_discount_medium_value')|P0%]" + feast_cost_discount_max_desc:0 "$feast_cost_discount_effect_desc$[EmptyScope.ScriptValue('feast_activity_cost_discount_max_value')|P0%]" + + cereal_fields_effect_desc:1 "$feast_cost_discount_min_desc$" + orchards_effect_desc:1 "$feast_cost_discount_min_desc$" + plantations_effect_desc:1 "$feast_cost_discount_min_desc$" + longhouses_effect_desc:1 "$feast_cost_discount_medium_desc$" + farm_estates_effect_desc:0 "$feast_cost_discount_medium_desc$" + palace_of_aachen_effect_desc: "$feast_cost_discount_max_desc$" + + academies_effect_desc:1 "$unlocks_building_desc$Enables the [GetTravelOption('military_recruits_option').GetName] [travel_option|E]" + blacksmiths_toto_effect_desc:0 "$tournament_cost_discount_effect_desc$$tournament_phase_duel$$tournament_contest_cost_discount_effect_desc$\n" + blacksmiths_roco_effect_desc:0 "Increased Quality of Sponsored [inspirations|E]\n" + blacksmiths_effect_desc:1 "Enables the [GetTravelOption('superior_armaments_option').GetName] [travel_option|E]" + smiths_effect_desc:0 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'smiths_toto_effect_desc', 'smiths_no_toto_effect_desc' )]" + smiths_toto_effect_desc:0 "$tournament_duel_cost_discount_effect_toto_desc$\nIncreased Quality of Sponsored [inspirations|E]" + smiths_no_toto_effect_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored [inspirations|E]" + mines_effect_desc:0 "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'mines_roco_effect_desc', 'blank_line' )]" + mines_roco_effect_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored #V Artisan#!, #V Weapon#!, #V Armor#!, and #V Metalsmith#! [inspirations|E]" + royal_garden_effect_desc:0 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'royal_garden_effect_toto_desc', 'blank_line' )]" + leisure_palace_effect_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'leisure_palace_effect_toto_desc', 'feast_cost_discount_max_desc' )]" + royal_garden_effect_toto_desc:1 "$unlocks_building_desc$Increased Rewards for [GetActivityType('activity_wedding').GetTextIcon][GetActivityType('activity_wedding').GetName] [activities|E] Hosted in this [holding|E]" + leisure_palace_effect_toto_desc:1 "$feast_cost_discount_max_desc$\nIncreased Rewards for [GetActivityType('activity_wedding').GetTextIcon][GetActivityType('activity_wedding').GetName] [activities|E] Hosted in this [holding|E]" + hunting_grounds_desc:1 "$unlocks_building_desc$Increases [hunt_sighting|E] Chance and [hunt_success_chance|E] for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" + royal_reserves_desc:1 "$unlocks_building_desc$Increased [hunt_success_chance|E] for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" + logging_camps_desc:1 "$unlocks_building_desc$Lowered [hunt_success_chance|E] for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" + outposts_desc:1 "$unlocks_building_desc$Increased [hunt_sighting|E] Chance for[GetActivityType('activity_hunt').GetTextIcon][GetActivityType('activity_hunt').GetName] [activities|E] Hosted in this [holding|E]" + watchtowers_desc:0 "$outposts_desc$" + windfurnaces_effects_desc:1 "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'windfurnaces_roco_effects_desc', 'blank_line' )]" + windfurnaces_roco_effects_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored #V Weapon#! and #V Armor#! [inspirations|E]" + caravanserai_effects_desc:1 "[SelectLocalization( HasDlcFeature( 'royal_court' ), 'caravanserai_roco_effects_desc', 'blank_line' )]" + caravanserai_roco_effects_desc:0 "$unlocks_building_desc$Increased Quality of Sponsored [inspirations|E]" + tournament_cost_effect_desc:1 "[SelectLocalization( HasDlcFeature( 'tours_and_tournaments' ), 'tournament_activity_cost_discount_effect_desc', 'blank_line' )]" + unlocks_building_desc:0 "#low Unlocks:#!\n" + tournament_cost_discount_effect_desc:0 "Reduced Cost for hosting [GetActivityType('activity_tournament').GetTextIcon][GetActivityType('activity_tournament').GetName] " + tournament_activity_cost_discount_effect_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$in this [holding|E]: [EmptyScope.ScriptValue('tournament_activity_cost_discount_value')|P0%]" + tournament_activity_cost_max_discount_effect_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$in this [holding|E]: [EmptyScope.ScriptValue('tournament_activity_cost_max_discount_value')|P0%]" + tournament_contest_cost_discount_effect_desc:0 " [contest|E] in this [holding|E]: [EmptyScope.ScriptValue('tournament_contest_cost_discount_value')|%0P]" + tournament_contest_cost_low_discount_effect_desc:0 " [contest|E] in this [holding|E]: [EmptyScope.ScriptValue('tournament_contest_cost_low_discount_value')|%0P]" + tournament_horse_cost_discount_effect_toto_desc:0 "$tournament_cost_discount_effect_desc$$tournament_phase_joust$ and $tournament_phase_horse_race$ [contests|E] in this [holding|E]: [EmptyScope.ScriptValue('tournament_contest_cost_discount_value')|%0P]" + tournament_horse_cost_low_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_joust$, $tournament_phase_horse_race$ and $tournament_phase_melee$$tournament_contest_cost_low_discount_effect_desc$" + tournament_melee_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_melee$$tournament_contest_cost_discount_effect_desc$" + tournament_duel_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_duel$$tournament_contest_cost_discount_effect_desc$" + tournament_wrestling_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_wrestling$$tournament_contest_cost_discount_effect_desc$" + tournament_archery_cost_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_archery$$tournament_contest_cost_discount_effect_desc$" + tournament_civil_cost_low_discount_effect_toto_desc:0 "$unlocks_building_desc$$tournament_cost_discount_effect_desc$$tournament_phase_board_game$ and $tournament_phase_recital$$tournament_contest_cost_low_discount_effect_desc$" + + building_type_al_azhar_university:0 "Al-Azhar University" + building_type_al_azhar_university_desc:0 "$building_type_generic_university_desc$\n\nThe Al-Azhar University is named in honor of Fatimah, the daughter of Muhammad, who was often called 'al-Zahra' (the Luminous)." + building_al_azhar_university:0 "$building_type_al_azhar_university$" + building_al_azhar_university_desc:0 "$building_type_al_azhar_university_desc$" + + building_type_sankore_university:0 "The University of Sankoré" + building_type_sankore_university_desc:0 "$building_type_generic_university_desc$\n\nThe University of Sankoré, which started out as a Mosque, transformed into a center of learning after acquiring a wealth of books from traveling merchants." + building_sankore_university:0 "$building_type_sankore_university$" + building_sankore_university_desc:0 "$building_type_sankore_university_desc$" + + building_type_siena_university:0 "The University of Siena" + building_type_siena_university_desc:0 "$building_type_generic_university_desc$\n\nThe University of Siena and the maestri who serve within are entirely funded by taxes from Siena itself, more specifically a tax imposed on those who rents rooms to its students." + building_siena_university:0 "$building_type_siena_university$" + building_siena_university_desc:0 "$building_type_siena_university_desc$" + + building_type_nalanda_university:0 "Nalanda University" + building_type_nalanda_university_desc:0 "$building_type_generic_university_desc$\n\nThe Nalanda University is an important seat of Vedic scholarship and attracts students from as far away as Tibet and China." + building_nalanda_university:0 "$building_type_nalanda_university$" + building_nalanda_university_desc:0 "$building_type_nalanda_university_desc$" + + building_type_rammelsberg_mines_01:0 "The Rammelsberg Mines" + building_type_rammelsberg_mines_01_desc:1 "At the foot of Mt. Rammelsberg lies a profitable and ever sought-after silver mine." + building_rammelsberg_mines_01:1 "Rammelsberg Mining Settlement" + building_rammelsberg_mines_01_desc:1 "A small mining settlement has sprung up near where the ore veins lie. The settlers have started opening up the veins and extracting the ore, but so far they're only scratching the surface." + building_rammelsberg_mines_02:1 "Rammelsberg Mine" + building_rammelsberg_mines_02_desc:1 "As the settlement grows, more and more ore is being extracted. The influx of competent engineers allows for the construction of an actual mine." + building_rammelsberg_mines_03:1 "Large Rammelsberg Mine" + building_rammelsberg_mines_03_desc:1 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of deep ore." + building_rammelsberg_mines_04:1 "Rammelsberg Mining Complex" + building_rammelsberg_mines_04_desc:1 "As the production of ore increases, several foundries and smelters are set up around the settlement. The processing of metal has become second-nature to the inhabitants, and their skill is renowned across the known world." + #building_rammelsberg_mines_05:0 "Rammelsberg Mines V" + #building_rammelsberg_mines_05_desc:0 "$building_type_rammelsberg_mines_01_desc$" + #building_rammelsberg_mines_06:0 "Rammelsberg Mines VI" + #building_rammelsberg_mines_06_desc:0 "$building_type_rammelsberg_mines_01_desc$" + #building_rammelsberg_mines_07:0 "Rammelsberg Mines VII" + #building_rammelsberg_mines_07_desc:0 "$building_type_rammelsberg_mines_01_desc$" + #building_rammelsberg_mines_08:0 "Rammelsberg Mines VIII" + #building_rammelsberg_mines_08_desc:0 "$building_type_rammelsberg_mines_01_desc$" + + building_type_falun_mines_01:0 "The Falun Mines" + building_type_falun_mines_01_desc:1 "Also known as "Stora Kopparberget" #italic (the Great Copper Mountain)#! this mine produces vast quantities of copper." + building_falun_mines_01:1 "Falun Mining Settlement" + building_falun_mines_01_desc:1 "$building_rammelsberg_mines_01_desc$" + building_falun_mines_02:1 "Falun Mine" + building_falun_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_falun_mines_03:1 "Large Falun Mine" + building_falun_mines_03_desc:1 "$building_rammelsberg_mines_03_desc$" + building_falun_mines_04:1 "Falun Mining Complex" + building_falun_mines_04_desc:1 "$building_rammelsberg_mines_04_desc$" + #building_falun_mines_05:0 "Falun Mines V" + #building_falun_mines_05_desc:0 "$building_type_falun_mines_01_desc$" + #building_falun_mines_06:0 "Falun Mines VI" + #building_falun_mines_06_desc:0 "$building_type_falun_mines_01_desc$" + #building_falun_mines_07:0 "Falun Mines VII" + #building_falun_mines_07_desc:0 "$building_type_falun_mines_01_desc$" + #building_falun_mines_08:0 "Falun Mines VIII" + #building_falun_mines_08_desc:0 "$building_type_falun_mines_01_desc$" + + building_type_kutna_hora_mines_01:0 "Kutná Hora Mine" + building_type_kutna_hora_mines_01_desc:1 "The Kutná Hora mine is a large silver mine located on the lands of the Sedlec Monastery. With the support of local Abbots #italic (and German miners)#! industry in the area is prospering." + building_kutna_hora_mines_01:1 "Kutná Hora Mining Settlement" + building_kutna_hora_mines_01_desc:1 "$building_rammelsberg_mines_01_desc$" + building_kutna_hora_mines_02:1 "Kutná Hora Mine" + building_kutna_hora_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_kutna_hora_mines_03:1 "Large Kutná Hora Mine" + building_kutna_hora_mines_03_desc:1 "$building_rammelsberg_mines_03_desc$" + building_kutna_hora_mines_04:1 "Kutná Hora Mining Complex" + building_kutna_hora_mines_04_desc:1 "$building_rammelsberg_mines_04_desc$" + #building_kutna_hora_mines_05:0 "Kutná Hora Mines V" + #building_kutna_hora_mines_05_desc:0 "$building_type_kutna_hora_mines_01_desc$" + #building_kutna_hora_mines_06:0 "Kutná Hora Mines VI" + #building_kutna_hora_mines_06_desc:0 "$building_type_kutna_hora_mines_01_desc$" + #building_kutna_hora_mines_07:0 "Kutná Hora Mines VII" + #building_kutna_hora_mines_07_desc:0 "$building_type_kutna_hora_mines_01_desc$" + #building_kutna_hora_mines_08:0 "Kutná Hora Mines VIII" + #building_kutna_hora_mines_08_desc:0 "$building_type_kutna_hora_mines_01_desc$" + + building_type_schwaz_mines_01:0 "Schwaz Mine" + building_type_schwaz_mines_01_desc:0 "The Schwaz silver mine lies at the foot of the Kellerjoch and Eiblschrofen mountains, in the middle of a valley. The opportunity for mining means that a lot of people are drawn to the area." + building_schwaz_mines_01:0 "Schwaz Mining Settlement" + building_schwaz_mines_01_desc:1 "$building_type_schwaz_mines_01_desc$" + building_schwaz_mines_02:0 "Schwaz Mine" + building_schwaz_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_schwaz_mines_03:0 "Large Schwaz Mine" + building_schwaz_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_schwaz_mines_04:0 "Schwaz Mining Complex" + building_schwaz_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_argentiera_mines_01:0 "Argentiera Mine" + building_type_argentiera_mines_01_desc:0 "The Argentaria del Sigerro is rich in underground silver veins. With sufficient incentive and development, this area could be exploited for vast quantities of precious silver." + building_argentiera_mines_01:0 "Argentiera Mining Settlement" + building_argentiera_mines_01_desc:1 "$building_type_argentiera_mines_01_desc$" + building_argentiera_mines_02:0 "Argentiera Mine" + building_argentiera_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_argentiera_mines_03:0 "Large Argentiera Mine" + building_argentiera_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_argentiera_mines_04:0 "Argentiera Mining Complex" + building_argentiera_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_srebrenica_mines_01:0 "Srebrenica Mine" + building_type_srebrenica_mines_01_desc:0 "Mined in antiquity for its enormous silver deposits Srebrenica, Silver City, is ripe to be exploited again using modern mining techniques." + building_srebrenica_mines_01:0 "Srebrenica Mining Settlement" + building_srebrenica_mines_01_desc:0 "$building_type_srebrenica_mines_01_desc$" + building_srebrenica_mines_02:0 "Srebrenica Mine" + building_srebrenica_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_srebrenica_mines_03:0 "Large Srebrenica Mine" + building_srebrenica_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_srebrenica_mines_04:0 "Srebrenica Mining Complex" + building_srebrenica_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_siderokausia_mines_01:0 "Siderokausia Mines" + building_type_siderokausia_mines_01_desc:0 "The Siderokausia mines are rich in silver and gold, and are exploited by twelve separate villages that each run a part of the mines." + building_siderokausia_mines_01:0 "Siderokausia Mining Settlement" + building_siderokausia_mines_01_desc:1 "$building_type_siderokausia_mines_01_desc$" + building_siderokausia_mines_02:0 "Siderokausia Mine" + building_siderokausia_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_siderokausia_mines_03:0 "Large Siderokausia Mine" + building_siderokausia_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_siderokausia_mines_04:0 "Siderokausia Mining Complex" + building_siderokausia_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_mali_mines_01:0 "Gold Mines of Mali" + building_type_mali_mines_01_desc:0 "The mines of Mali are truly overflowing with gold. Endless wealth stream from their depths and into the treasuries of the local rulers, who adorn themselves with the precious metal." + building_mali_mines_01:0 "Gold Mining Settlement" + building_mali_mines_01_desc:1 "$building_type_mali_mines_01_desc$" + building_mali_mines_02:0 "Gold Mine" + building_mali_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_mali_mines_03:0 "Large Gold Mine" + building_mali_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_mali_mines_04:0 "Gold Mining Complex" + building_mali_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_kremnica_mines_01:0 "Kremnica Mines" + building_type_kremnica_mines_01_desc:1 "The Kremnica mountains are abundant in gold. With blood, sweat, and the assistance of a few hundred experienced German miners, that gold will be minted into Florins in no time!" + building_kremnica_mines_01:0 "Kremnica Mining Settlement" + building_kremnica_mines_01_desc:1 "$building_type_kremnica_mines_01_desc$" + building_kremnica_mines_02:0 "Kremnica Mine" + building_kremnica_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_kremnica_mines_03:0 "Large Kremnica Mine" + building_kremnica_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_kremnica_mines_04:0 "Kremnica Mining Complex" + building_kremnica_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_ratnapura_mines_01:0 "The Ratnapura Mines" + building_type_ratnapura_mines_01_desc:0 "Ratnapura, the city of Gems, is one of the world's most significant sources of Rubies, and Sapphires. For hundreds of years these riches have been mined and traded with merchants from the Indian subcontinent, South East Asia and China." + building_ratnapura_mines_01:0 "Ratnapura Mining Pits" + building_ratnapura_mines_01_desc:0 "$building_type_ratnapura_mines_01_desc$" + building_ratnapura_mines_02:0 "Ratnapura Mine" + building_ratnapura_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of gems." + building_ratnapura_mines_03:0 "Large Ratnapura Mine" + building_ratnapura_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find massive gems regularly." + building_ratnapura_mines_04:0 "Ratnapura Mining Complex" + building_ratnapura_mines_04_desc:0 "The extraction of gems have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." + + building_type_zawar_mines_01:0 "The Zawar Mines" + building_type_zawar_mines_01_desc:0 "For thousands of years the Zawar mines have been a rich source of Lead, Zinc, and Silver. The deposits at Zawar are unique not only in their abundance but also in how they are clearly separated in a way that makes it possible to separate the ores from each other manually without more advanced metallurgical processes." + building_zawar_mines_01:0 "Zawar Mining Settlement" + building_zawar_mines_01_desc:0 "$building_type_zawar_mines_01_desc$" + building_zawar_mines_02:0 "Zawar Mine" + building_zawar_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_zawar_mines_03:0 "Large Zawar Mine" + building_zawar_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_zawar_mines_04:0 "Zawar Mining Complex" + building_zawar_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_pansjhir_mines_01:0 "The Pansjhir Mines" + building_type_pansjhir_mines_01_desc:0 "The Pansjhir valley has been a known source of silver and emeralds since the days of Alexander the Great. Hindu, Buddhists and eventually Muslim dynasties have mined silver and minted their coins in this area." + building_pansjhir_mines_01:0 "Pansjhir Mining Settlement" + building_pansjhir_mines_01_desc:0 "$building_type_pansjhir_mines_01_desc$" + building_pansjhir_mines_02:0 "Pansjhir Mine" + building_pansjhir_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_pansjhir_mines_03:0 "Large Pansjhir Mine" + building_pansjhir_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_pansjhir_mines_04:0 "Pansjhir Mining Complex" + building_pansjhir_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_nishapur_mines_01:0 "The Nishapur Mines" + building_type_nishapur_mines_01_desc:0 "Turquoise is a stone that can be found in many places but nowhere is it as abundant and as high quality as in the mountains near Nishapur. The stones are also very easily accessible even without very deep pits." + building_nishapur_mines_01:0 "Nishapur Mining Pits" + building_nishapur_mines_01_desc:0 "$building_type_nishapur_mines_01_desc$" + building_nishapur_mines_02:0 "Nishapur Mine" + building_nishapur_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of Turquoise." + building_nishapur_mines_03:0 "Large Nishapur Mine" + building_nishapur_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find high quality Turquoise regularly." + building_nishapur_mines_04:0 "Nishapur Mining Complex" + building_nishapur_mines_04_desc:0 "The extraction of Turquoise have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." + + building_type_verespatak_mines_01:0 "The Verespatak Mines" + building_type_verespatak_mines_01_desc:0 "Transylvania has been mined for gold since before Roman times and remains ripe for contemporary re-exploitation." + building_verespatak_mines_01:0 "Verespatak Mining Settlement" + building_verespatak_mines_01_desc:0 "$building_rammelsberg_mines_01_desc$" + building_verespatak_mines_02:0 "Verespatak Mine" + building_verespatak_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_verespatak_mines_03:0 "Large Verespatak Mine" + building_verespatak_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_verespatak_mines_04:0 "Verespatak Mining Complex" + building_verespatak_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_trepca_mines_01:0 "The Trepča Mines" + building_type_trepca_mines_01_desc:0 "Situated on the slopes of Kopaonik, Trepča is an area that has been mined for silver since Roman times. While it was closed down in the early middle ages it still holds very rich deposits of precious metals." + building_trepca_mines_01:0 "Trepča Mining Settlement" + building_trepca_mines_01_desc:0 "$building_type_trepca_mines_01_desc$" + building_trepca_mines_02:0 "Trepča Mine" + building_trepca_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_trepca_mines_03:0 "Large Trepča Mine" + building_trepca_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_trepca_mines_04:0 "Trepča Mining Complex" + building_trepca_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_rudnik_mines_01:0 "The Rudnik Mines" + building_type_rudnik_mines_01_desc:0 "Rudnik, the mountain of Mines, is rich in silver, lead and copper and has seen continuous mining for hundreds of years." + building_rudnik_mines_01:0 "Rudnik Mining Settlement" + building_rudnik_mines_01_desc:0 "$building_type_rudnik_mines_01_desc$" + building_rudnik_mines_02:0 "Rudnik Mine" + building_rudnik_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_rudnik_mines_03:0 "Large Rudnik Mine" + building_rudnik_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_rudnik_mines_04:0 "Rudnik Mining Complex" + building_rudnik_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_phocaea_mines_01:0 "The Phocaea Alum Mines" + building_type_phocaea_mines_01_desc:0 "The Phocaean deposits of Alum are among the most bountiful in the known world. The rare Alum is in high demand by dyers and textile manufacturers all over the European continent." + building_phocaea_mines_01:0 "Phocaea Mining Settlement" + building_phocaea_mines_01_desc:0 "$building_type_phocaea_mines_01_desc$" + building_phocaea_mines_02:0 "Phocaea Mine" + building_phocaea_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_phocaea_mines_03:0 "Large Phocaea Mine" + building_phocaea_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_phocaea_mines_04:0 "Phocaea Mining Complex" + building_phocaea_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_konasamudram_mines_01:0 "Konasamudram Mines" + building_type_konasamudram_mines_01_desc:0 "In Northern Telingana iron is often available in lumps very close to the surface and can be easily mined in large quantities. What is exceptional however is the high quality of the iron, which is unparalleled in the subcontinent and recognized far beyond India's borders." + building_konasamudram_mines_01:0 "Konasamudram Mining Settlement" + building_konasamudram_mines_01_desc:0 "$building_type_konasamudram_mines_01_desc$" + building_konasamudram_mines_02:0 "Konasamudram Mine" + building_konasamudram_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_konasamudram_mines_03:0 "Large Konasamudram Mine" + building_konasamudram_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_konasamudram_mines_04:0 "Konasamudram Mining Complex" + building_konasamudram_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_dean_mines_01:0 "Mines of the Forest of Dean" + building_type_dean_mines_01_desc:1 "The Forest of Dean is the most notable center of iron mining and forging in the British Isles. The many forges here have supplied the region with ironware since long before Roman boots first trod Britain's soil." + building_dean_mines_01:0 "Forest of Dean Mining Settlement" + building_dean_mines_01_desc:0 "$building_type_dean_mines_01_desc$" + building_dean_mines_02:0 "Forest of Dean Mine" + building_dean_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_dean_mines_03:0 "Large Forest of Dean Mine" + building_dean_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_dean_mines_04:0 "Forest of Dean Mining Complex" + building_dean_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_khetri_mines_01:0 "The Khetri Copper Mines" + building_type_khetri_mines_01_desc:0 "The Khetri hills contain some of the longest mined copper deposits in India and have been a source for copper working for just as long." + building_khetri_mines_01:0 "Khetri Mining Settlement" + building_khetri_mines_01_desc:0 "$building_type_khetri_mines_01_desc$" + building_khetri_mines_02:0 "Khetri Mine" + building_khetri_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_khetri_mines_03:0 "Large Khetri Mine" + building_khetri_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_khetri_mines_04:0 "Khetri Mining Complex" + building_khetri_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_cevennes_mines_01:0 "The Cévennes Mines" + building_type_cevennes_mines_01_desc:0 "The deep mines of the Cévennes mountains have been built to extract the copper based silver deposits of the region." + building_cevennes_mines_01:0 "Cévennes Mining Settlement" + building_cevennes_mines_01_desc:0 "$building_type_cevennes_mines_01_desc$" + building_cevennes_mines_02:0 "Cévennes Mine" + building_cevennes_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_cevennes_mines_03:0 "Large Cévennes Mine" + building_cevennes_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_cevennes_mines_04:0 "Cévennes Mining Complex" + building_cevennes_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_taghaza_mines_01:0 "The Taghaza Salt Pan" + building_type_taghaza_mines_01_desc:0 "The Taghaza Salt Mines is the point of origin for most of the salt of the Maghreb and West Africa." + building_taghaza_mines_01:0 "Taghaza Mining Pits" + building_taghaza_mines_01_desc:0 "$building_type_taghaza_mines_01_desc$" + building_taghaza_mines_02:0 "Taghaza Mine" + building_taghaza_mines_02_desc:1 "As the settlement grows, more and more salt is being extracted. The influx of competent engineers allows for the construction of an actual mine." + building_taghaza_mines_03:0 "Large Taghaza Mine" + building_taghaza_mines_03_desc:0 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of more salt." + building_taghaza_mines_04:0 "Taghaza Mining Complex" + building_taghaza_mines_04_desc:0 "As the production of salt increases, it has come to attract merchants and artisans from all over the world." + + building_type_ijil_mines_01:0 "Ijil Salt Mines" + building_type_ijil_mines_01_desc:0 "Ijil is one of the oldest salt mines in Africa and in many ways one of the first entrepôts of the trans-Saharan trade network." + building_ijil_mines_01:0 "Ijil Mining Pits" + building_ijil_mines_01_desc:0 "$building_type_ijil_mines_01_desc$" + building_ijil_mines_02:0 "Ijil Mine" + building_ijil_mines_02_desc:1 "As the settlement grows, more and more salt is being extracted. The influx of competent engineers allows for the construction of an actual mine." + building_ijil_mines_03:0 "Large Ijil Mine" + building_ijil_mines_03_desc:0 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of more salt." + building_ijil_mines_04:0 "Ijil Mining Complex" + building_ijil_mines_04_desc:0 "As the production of salt increases, it has come to attract merchants and artisans from all over the world." + + building_type_turda_mines_01:0 "Torda Salt Mines" + building_type_turda_mines_01_desc:0 "The massive salt massifs of Torda have been central to the economy of Transylvania for centuries. The mines and the salt market remains a great source of income for the region." + building_turda_mines_01:0 "Torda Mining Pits" + building_turda_mines_01_desc:0 "$building_type_turda_mines_01_desc$" + building_turda_mines_02:0 "Torda Mine" + building_turda_mines_02_desc:1 "As the settlement grows, more and more salt is being extracted. The influx of competent engineers allows for the construction of an actual mine." + building_turda_mines_03:0 "Large Torda Mine" + building_turda_mines_03_desc:0 "As the mining operations grow, so does the mines themselves. More entrances are constructed, and large shafts are dug to allow the extraction of more salt." + building_turda_mines_04:0 "Torda Mining Complex" + building_turda_mines_04_desc:0 "As the production of salt increases, it has come to attract merchants and artisans from all over the world." + + building_type_allaq_mines_01:0 "The Wadi al-Allaq Mines" + building_type_allaq_mines_01_desc:0 "Known to chroniclers simply as the mining country, the mountains of the Eastern Egyptian desert harbor deep gold deposits. The main hub of this region is Wadi al-Allaq and its mines." + building_allaq_mines_01:0 "Wadi al-Allaq Mining Settlement" + building_allaq_mines_01_desc:0 "$building_type_allaq_mines_01_desc$" + building_allaq_mines_02:0 "Wadi al-Allaq Mine" + building_allaq_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_allaq_mines_03:0 "Large Wadi al-Allaq Mine" + building_allaq_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_allaq_mines_04:0 "Wadi al-Allaq Mining Complex" + building_allaq_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_takkeda_mines_01:0 "The Takkeda Mines" + building_type_takkeda_mines_01_desc:0 "The Air mountains have rich deposits of copper and have been mined in Takkeda since prehistoric times." + building_takkeda_mines_01:0 "Takkeda Mining Settlement" + building_takkeda_mines_01_desc:0 "$building_type_takkeda_mines_01_desc$" + building_takkeda_mines_02:0 "Takkeda Mine" + building_takkeda_mines_02_desc:1 "$building_rammelsberg_mines_02_desc$" + building_takkeda_mines_03:0 "Large Takkeda Mine" + building_takkeda_mines_03_desc:0 "$building_rammelsberg_mines_03_desc$" + building_takkeda_mines_04:0 "Takkeda Mining Complex" + building_takkeda_mines_04_desc:0 "$building_rammelsberg_mines_04_desc$" + + building_type_kollur_mines_01:0 "The Kollur Mines" + building_type_kollur_mines_01_desc:0 "The Kollur mines exploit the largest seam of diamonds in all of the Indian subcontinent. The work is extremely dangerous, but the riches are unimaginable." + building_kollur_mines_01:0 "Kollur Mining Pits" + building_kollur_mines_01_desc:0 "Merely a pit of clay and gravel, loincloth-clad workers toil here night and day to extract diamonds." + building_kollur_mines_02:0 "Kollur Mine" + building_kollur_mines_02_desc:1 "The mining pits have been expanded, and engineers have been brought in to truly be able to ramp up the extraction of diamonds." + building_kollur_mines_03:0 "Large Kollur Mine" + building_kollur_mines_03_desc:0 "A village has sprung up around the many mining pits, and the workers find massive diamonds regularly." + building_kollur_mines_04:0 "Kollur Mining Complex" + building_kollur_mines_04_desc:0 "The extraction of diamonds have reached a near-industrial scale, with the amount of workers now ranging in the thousands. Endless riches seemingly flow from the mines." + + building_type_tribe_01:1 "Tribal Hold" + building_type_tribe_01_desc:1 "A simple but effective tribal hold, standing guard over a tribal village." + building_tribe_01:1 "Tribal Hold" + building_tribe_01_desc:1 "Constructed out of logs and rough-hewn stone, this hold is imposing despite its small size." + building_tribe_02:1 "Fortified Tribal Hold" + building_tribe_02_desc:1 "The fortified hold takes its inspiration from feudal castles, adding many new defensive elements." + + building_type_longhouses_01:1 "Gathering Halls" + building_type_longhouses_01_desc:1 "Tribal chiefs, elders and warlords all confer in the longhouse when making decisions. The mighty halls bring prestige upon whoever hosts the gathering." + building_longhouses_01:1 "Longhouses" + building_longhouses_01_desc:1 "Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here." + building_longhouses_02:1 "Grand Halls" + building_longhouses_02_desc:1 "Grand halls host a central stage, where a chief or warlord can deliver rousing speeches." + + building_type_war_camps_01:0 "War Camps" + building_type_war_camps_01_desc:1 "Fierce tribal warriors gather in the war camps when the horn bellows them to war. Even in times of peace, they can be found sparring, preparing for the inevitability of conflict." + building_war_camps_01:1 "Sparring Grounds" + building_war_camps_01_desc:2 "Training equipment, arenas, and wooden walls define the sparring grounds. Warriors come here to hone their skills." + building_war_camps_02:1 "Warrior Lodges" + building_war_camps_02_desc:1 "Only the greatest fighters are allowed into a warrior lodge, and their mere presence is inspiring." + + building_type_palisades_01:0 "Palisades" + building_type_palisades_01_desc:2 "Layers of wooden palisades protect the scattered tribal settlements, shielding them from simple threats such as wild animals or smaller raids." + building_palisades_01:1 "Simple Palisade" + building_palisades_01_desc:1 "Simple palisades offer limited protection; while effective against skirmishes, they are less reliable against larger groups of enemies." + building_palisades_02:1 "Walls & Ditches" + building_palisades_02_desc:1 "Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges." + + building_type_market_villages_01:1 "Markets" + building_type_market_villages_01_desc:1 "A host of small market villages has sprung up around the more well-traveled parts of these lands. Here the tribesmen trade and barter with traveling merchants." + building_market_villages_01:1 "Trading Outposts" + building_market_villages_01_desc:1 "Trading outposts offer the opportunity for tribesmen and traders to meet and barter." + building_market_villages_02:1 "Market Villages" + building_market_villages_02_desc:2 "At stated times, these villages host public markets that attract traders from the whole region and increase local wealth." + + building_type_military_academy_01:0 "Military Academies" + building_type_military_academy_01_desc:0 "Dedicated facilities for training officers and knights, improving their efficiency in combat." + building_military_academy_01:0 "Military Schools" + building_military_academy_01_desc:0 "Aspiring officers are vetted based on merit in the military school. Naturally, the school only accepts students of a noble pedigree." + building_military_academy_02:0 "Officers' Academies" + building_military_academy_02_desc:1 "Middle to high level officers are trained here, where they gain a greater understanding of troop movements, field preparations, and battlefield conditions." + building_military_academy_03:0 "Grand Military Academies" + building_military_academy_03_desc:2 "A Grand Military Academy is the beating heart of an advanced military apparatus. Officers trained here learn all about field strategy, army organization, and the latest technological advancements in warfare." + + building_type_march_01:0 "Marches" + building_type_march_01_desc:0 "Marcher lords protect the borders with fortifications and local garrisons." + building_march_01:0 "Strategic Marches" + building_march_01_desc:0 "Marches are constructed in the most vulnerable and remote areas of the duchy, protecting against attacks. While few and far between, they serve as a useful warning system, and also catch the occasional smuggler." + building_march_02:0 "Border Marches" + building_march_02_desc:1 "The system of marcher lords is expanded along the entire border, providing a solid line of defense." + building_march_03:0 "Grand Marches" + building_march_03_desc:0 "Large march fortifications are constructed all over the duchy, significantly hampering any attacking force." + + building_type_siege_works_01:0 "Siege Works" + building_type_siege_works_01_desc:0 "Dedicated siege works allow the ruler to field and maintain superior-quality siege weapons." + building_siege_works_01:0 "Siege Workshops" + building_siege_works_01_desc:1 "Siege workshops provide a quicker and constant flow of siege weapons through specialized and standardized building procedures." + building_siege_works_02:0 "Trebuchet Engineers" + building_siege_works_02_desc:1 "Specialized engineers are required to field the most advanced weapons of siege warfare: the trbuchets." + building_siege_works_03:0 "Cannon Foundries" + building_siege_works_03_desc:1 "Cannons are the latest weapon to appear on the warfare scene. Loud, heavy, and difficult to maneuver, they are nevertheless lethal against stone fortifications. Being able to produce and field cannons puts us to an indisputable advantage against our enemies." + + building_type_royal_armory_01:0 "Royal Armories" + building_type_royal_armory_01_desc:2 "Crown-funded armories ensure a steady supply and maintenance of working weapons for the army." + building_royal_armory_01:0 "Weapon Depots" + building_royal_armory_01_desc:1 "In times of war, peasant levies can be assigned a weapon from the depot. It's mostly rusty old axes, splintering spears, and blunt blades, but with a little maintenance they can easily be more efficient than the average farming tools the levies are usually armed with." + building_royal_armory_02:0 "Crown Armories" + building_royal_armory_02_desc:1 "Armories run by the crown collect and maintain weapons and armor for use in war. These are of decent quality, and can make any drunk layabout look like a proper soldier, if not act like one." + building_royal_armory_03:0 "Royal Arsenal" + building_royal_armory_03_desc:1 "A Royal Arsenal hosts and maintains a huge amount of weapons, enough to field uncountable peasant levies on short notice and to attract the best mercenaries in the land." + + building_type_jousting_lists_01:0 "Jousting Grounds" + building_type_jousting_lists_01_desc:0 "By having dedicated grounds for jousting, more riders and knights are encouraged to train and join the banners." + building_jousting_lists_01:0 "Jousting Fields" + building_jousting_lists_01_desc:0 "A clearing is kept open year-round to facilitate the training of riders and knights." + building_jousting_lists_02:0 "Tournament Grounds" + building_jousting_lists_02_desc:0 "With jousting lists and stands for the public, these tournament grounds attract a huge amount of contestants." + building_jousting_lists_03:0 "Royal Tournament Arenas" + building_jousting_lists_03_desc:0 "Upgraded with seats for royal guests and a larger fairground, the tournament arena is truly impressive." + + building_type_blacksmiths_01:1 "Crown Smithies" + building_type_blacksmiths_01_desc:0 "Smiths in the employ of the crown forge weapons and armor for the royal guard, ensuring a steady supply of superior armaments." + building_blacksmiths_01:1 "Crown Blacksmiths" + building_blacksmiths_01_desc:1 "The best and most productive smiths are employed by the crown and set to produce swords, mail, and pikes for the royal guard." + building_blacksmiths_02:0 "Blacksmith's Guilds" + building_blacksmiths_02_desc:0 "By collaborating with the various guilds, large amounts of gear can be made cheaply on order." + building_blacksmiths_03:0 "Royal Forges" + building_blacksmiths_03_desc:0 "Large forges are constructed for the sole purpose of supplying the crown with weapons; only the best smiths are employed to work therein." + + building_type_archery_ranges_01:0 "Archery Grounds" + building_type_archery_ranges_01_desc:0 "Dedicated archery ranges allow the common folk to train with bows, and experienced archers to hone their skills." + building_archery_ranges_01:0 "Archery Ranges" + building_archery_ranges_01_desc:0 "Everyone is welcome at the archery range, regardless of if you're wealthy or poor. The reason is twofold; peasants that can fire a bow are more useful in war, and experienced marksmen keep themselves in top shape when they can compete in tournaments." + building_archery_ranges_02:0 "Royal Bowyers" + building_archery_ranges_02_desc:1 "The best bowyers are employed by the crown, and set to craft the highest-quality bows they can in facilities specifically constructed for the task." + building_archery_ranges_03:0 "Marksman's Ranges" + building_archery_ranges_03_desc:0 "To inspire the peasantry and provide ample challenge for our marksmen, these special ranges are designed to train our archers in long-distance archery." + + building_type_tax_assessor_01:0 "Tax Offices" + building_type_tax_assessor_01_desc:0 "Collecting money from the peasantry is a 'taxing' venture. By assigning offices to a cohort of tax-collecting officials, we are sure to get what's due!" + building_tax_assessor_01:0 "Tax Assessors" + building_tax_assessor_01_desc:0 "It is every peasant's duty to pay the crown a proportionate tax in coin or produce. Our tax assessors ensure that what they pay is sufficiently 'proportionate' for our needs, and fortunately for us most peasants are illiterate." + building_tax_assessor_02:0 "Bailiff's Office" + building_tax_assessor_02_desc:0 "An excellent way to make sure that peasants pay their taxes is the threat of being thrown into the dungeon should they not. This is the job of the bailiff, ever on #emphasis our#! side!" + building_tax_assessor_03:0 "Magistrate's Court" + building_tax_assessor_03_desc:0 "While peasants might be easy to tax, the wealthier landholders are harder to coerce. By establishing a complex administrative web run by loyal magistrates, we can ensure that even the richest of our subjects pay their dues." + + building_type_leisure_palace_01:0 "Leisure Palaces" + building_type_leisure_palace_01_desc:0 "While staying in one lavishly luxuriant castle is fine, having a few more to choose between never hurts." + building_leisure_palace_01:0 "Chateau" + building_leisure_palace_01_desc:0 "When the burdens of responsibility become too much (or an angry mob of peasants is storming the gates), there's no place like the rural, far-away chateau for some impromptu relaxation!" + building_leisure_palace_02:0 "Summer Palace" + building_leisure_palace_02_desc:0 "The summer palace is located in a scenic part of the duchy, far away from the menial lives of our toiling subjects. There's truly no better way to display royal power and prestige, and the simple fact that we are #emphasis better#! than everyone else." + building_leisure_palace_03:0 "Winter Palace" + building_leisure_palace_03_desc:0 "The winter palace is designed to house the royal family during the harsher months of the year. With a well-stocked larder and a defensible position, it towers over any shivering subjects that have the privilege to work nearby." + + building_type_royal_forest_01:0 "Royal Reserves" + building_type_royal_forest_01_desc:0 "A royal forest is a valuable source of wealth, allowing you to override the law of the land in a province, strip rights from the locals, and then sell them back. Needless to say, the hunting is also excellent." + building_royal_forest_01:0 "Royal Forests" + building_royal_forest_01_desc:0 "Large areas of forest in this duchy are reserved for use by the royal family. Peasants are prohibited from living in the forest, hunting any of its animals or clearing trees for agriculture. Attacking the crown's tax assessors as they're passing by is especially prohibited." + building_royal_forest_02:0 "Vast Crown Forests" + building_royal_forest_02_desc:0 "Entire towns are now subsumed by this royal forest, and nearby settlements often find that the monarch's men have 'discovered' maps placing their dwellings firmly inside the local crownswood." + building_royal_forest_03:0 "Crownswood Courts" + building_royal_forest_03_desc:0 "Law is only as good as the system that backs it up, and now this royal forest has an entire system of courts, wardens, and clerks, backed up by trained magistrates, all ready to enforce the diktats of the crown." + + building_type_royal_garden_01:0 "Royal Gardens" + building_type_royal_garden_01_desc:0 "Few places allow people to relax and socialize as well as a beautiful garden. While a small and personal garden would suffice for most, only the most spectacular of creations is good enough for the wealthy and powerful!" + building_royal_garden_01:0 "Enclosed Garden" + building_royal_garden_01_desc:0 "A small garden enclosed by stone walls. It provides a small haven of peace and comfort by shutting out the busy world outside." + building_royal_garden_02:0 "Garden Complex" + building_royal_garden_02_desc:0 "An expansive and impressive garden housing flowers, herbs, fruit trees, and everything in between. Maintained by a large number of gardeners, the garden is under constant care." + building_royal_garden_03:0 "Royal Park" + building_royal_garden_03_desc:0 "The royal park is a vast and stunning landscape carefully crafted into the surrounding terrain and architecture. Open and available to everyone, it brings awe to visitors far and wide." + + building_type_ananda_temple_01:0 "Ananda Temple" + building_type_ananda_temple_01_desc:0 "While Pagan has thousands of pagodas, temples, and shrines littered throughout the city and the surrounding plains, the Ananda Temple stands as a crowning achievement among them. The perfectly dimensioned structure contains many unique plaques and stone images. It is a place of worship and a center of learning to educate the people in religious ethos." + building_ananda_temple_01:0 "$building_type_ananda_temple_01$" + building_ananda_temple_01_desc:0 "$building_type_ananda_temple_01_desc$" + + building_type_hotin_fort_01:0 "Hotin Fortification" + building_type_hotin_fort_01_desc:0 "Hotin Fort is a small fort built on the banks of the river Dniester. Its location allows it to protect local trade routes and grants the owner control of the river." + building_hotin_fort_01:0 "Hotin Fort" + building_hotin_fort_01_desc:0 "$building_type_hotin_fort_01_desc$" + building_hotin_fort_02:0 "Hotin Fortress" + building_hotin_fort_02_desc:0 "An impressive Fortress that makes the old fort pale in comparison. The fortifications have been expanded across the centuries to include high stone walls, a wide moat, and several massive towers. This defensive structure will hold most besiegers at bay with ease." + + building_type_golden_gate_of_kiev_01:1 "Golden Gate of Kyiv" + building_type_golden_gate_of_kiev_01_desc:1 "Modeled and named after a gate in Constantinople, the Golden Gate of Kyiv serves as both an entrance to the city and a triumphal arch. The golden dome of the church, built on top of the gate, can be seen from afar and makes it a prominent symbol of Kyiv." + building_golden_gate_of_kiev_01:0 "$building_type_golden_gate_of_kiev_01$" + building_golden_gate_of_kiev_01_desc:0 "$building_type_golden_gate_of_kiev_01_desc$" + + building_type_heddal_stave_church_01:0 "Heddal Stave Church" + building_type_heddal_stave_church_01_desc:0 "Heddal Stave Church is the largest stave church in Norway and has a beautiful wooden interior. Legend says the church was built by a mountain troll in merely three days." + building_heddal_stave_church_01:0 "$building_type_heddal_stave_church_01$" + building_heddal_stave_church_01_desc:0 "$building_type_heddal_stave_church_01_desc$" + + building_type_temple_of_uppsala_01:0 "Temple of Uppsala" + building_type_temple_of_uppsala_01_desc:0 "The temple at Uppsala serves as a religious center for large parts of Scandinavia. A sacred tree stands near the temple, next to a well, similar to that of the legendary Yggdrasil." + building_temple_of_uppsala_01:0 "$building_type_temple_of_uppsala_01$" + building_temple_of_uppsala_01_desc:0 "$building_type_temple_of_uppsala_01_desc$" + building_temple_of_uppsala_02:0 "Uppsala Cathedral" + building_temple_of_uppsala_02_desc:0 "A lofty cathedral built to rival the most splendid constructions of southern Europe, Uppsala Cathedral serves as the burial site for some of the most prominent monarchs of Sweden and contains several saintly relics." + + building_type_lund_cathedral_01:0 "Lund Cathedral" + building_type_lund_cathedral_01_desc:0 "Lund Cathedral is a magnificent church richly decorated with stone sculptures. Constructed with influences from Romanesque architecture, the church shares a lot of similarities with churches in Germany. The building is dedicated to Saint Lawrence, who is the patron saint of Lund." + building_lund_cathedral_01:0 "$building_type_lund_cathedral_01$" + building_lund_cathedral_01_desc:0 "$building_type_lund_cathedral_01_desc$" + + building_type_danevirke_01:0 "Danevirke" + building_type_danevirke_01_desc:1 "The Danevirke is an extensive earthwork fortification built to prevent incursions from the continent into Danish territories and has been expanded multiple times since its original construction." + building_danevirke_01:0 "$building_type_danevirke_01$" + building_danevirke_01_desc:0 "$building_type_danevirke_01_desc$" + + building_type_aljaferia_palace_01:0 "Aljafería" + building_type_aljaferia_palace_01_desc:0 "A great palace-fortress built on the Saría plain, the Aljafería is a testament to the power and wealth of Zaragoza. Imposing and splendid in equal measure; it is both an intimidating fortification and a pinnacle of Iberian architecture." + building_aljaferia_palace_01:0 "$building_type_aljaferia_palace_01$" + building_aljaferia_palace_01_desc:0 "$building_type_aljaferia_palace_01_desc$" + + building_type_roman_wall_of_lugo_01:0 "Roman Walls of Lugo" + building_type_roman_wall_of_lugo_01_desc:0 "Built by the Romans long ago, the great Walls of Lugo remain an impressive sight. Pilgrims pass their five gates on the road to Santiago de Compostela, making the journey even more profound." + building_roman_wall_of_lugo_01:0 "$building_type_roman_wall_of_lugo_01$" + building_roman_wall_of_lugo_01_desc:0 "$building_type_roman_wall_of_lugo_01_desc$" + + building_type_rock_of_gibraltar_01:0 "Rock of Gibraltar" + building_type_rock_of_gibraltar_01_desc:0 "The monolithic Rock of Gibraltar overlooks a narrow strait that is the gateway to the Mediterranean Sea. It was one of the Pillars of Hercules in antiquity, considered to mark the end of the known world. Looking at it now, you cannot help but wonder what lies beyond." + building_rock_of_gibraltar_01:0 "$building_type_rock_of_gibraltar_01$" + building_rock_of_gibraltar_01_desc:0 "$building_type_rock_of_gibraltar_01_desc$" + + building_type_tower_of_hercules_01:0 "Farum Brigantium" + building_type_tower_of_hercules_01_desc:0 "This ancient lighthouse is said to have been based on its more famous sister in Alexandria. Having guided seafarers for untold centuries, it remains important to Galicia's coastal trade. Some claim that you can glimpse Ireland's green coast from the top of this lonely tower, but gazing out, you see only endless sea." + building_tower_of_hercules_01:0 "$building_type_tower_of_hercules_01$" + building_tower_of_hercules_01_desc:0 "$building_type_tower_of_hercules_01_desc$" + + building_type_city_wall_of_toledo_01:0 "City Walls of Toledo" + building_type_city_wall_of_toledo_01_desc:0 "Originally built by the Romans in days of old, these massive walls were significantly expanded under the reign of Wamba, king of the Visigoths. The early Arabic rulers widened them even further, creating a defensive system fit for the City of Kings." + building_city_wall_of_toledo_01:0 "$building_type_city_wall_of_toledo_01$" + building_city_wall_of_toledo_01_desc:0 "$building_type_city_wall_of_toledo_01_desc$" + + building_type_alcazar_of_segovia_01:0 "Alcázar of Segovia" + building_type_alcazar_of_segovia_01_desc:0 "Rising like the bow of a ship from a rocky crag, this fortress is an awe-inspiring sight. As majestic as it is impenetrable, it is the greatest of all castles in the kingdom of castles — Castille." + building_alcazar_of_segovia_01:0 "$building_type_alcazar_of_segovia_01$" + building_alcazar_of_segovia_01_desc:0 "$building_type_alcazar_of_segovia_01_desc$" + + building_type_holy_site_basilica_santiago_01:0 "Cathedral of Santiago de Compostela" + building_type_holy_site_basilica_santiago_01_desc:0 "Built over the tomb of James the Great, this splendid edifice is the end point of the Way of Saint James, and the crown of one of the great sites of Christendom. Pilgrims from all over Western and Northern Europe arrive in large numbers, speaking dozens of tongues — though many become mute with awe." + building_holy_site_basilica_santiago_01:0 "$building_type_holy_site_basilica_santiago_01$" + building_holy_site_basilica_santiago_01_desc:0 "$building_type_holy_site_basilica_santiago_01_desc$" + + building_type_charnel_grounds_01: "Charnel Grounds" + building_type_charnel_grounds_01_desc: "As much sites for spiritual cleansing as they are areas for the dead to rest, these open-air grounds provide a site for bodies to decompose." + + building_charnel_grounds_01: "Corpse Storage" + building_charnel_grounds_01_desc: "Bleached by the sun and picked at by birds of prey, bodies putrefy on the hilltop." + + building_charnel_grounds_02: "Excarnation Fields" + building_charnel_grounds_02_desc: "Part religious site, part graveyard, the rotting bodies of the dead are kept well away from the living here." + + building_charnel_grounds_03: "Ritual Escarpment" + building_charnel_grounds_03_desc: "Bodies litter the landscape, scented sachets partially covering up the smell around the paths where the still-living prepare new offerings to the elements." + + building_type_imam_reza_shrine_01: "Sanctuary of Imam Reza" + building_type_imam_reza_shrine_01_desc: "This sanctuary houses the remains of Ali ar-Rida, celebrated by some Shiites as the eighth imam, who was martyred in this land. The ever-expanding complex includes his shrine as well as prayer halls, a library and a bazaar, growing in an eclectic but glorious fashion with the ebb and flow of pilgrims and caravans." + building_imam_reza_shrine_01: "$building_type_imam_reza_shrine_01$" + building_imam_reza_shrine_01_desc: "$building_type_imam_reza_shrine_01_desc$" + + building_type_soltaniyeh_01: "Dome of Soltaniyeh" + building_type_soltaniyeh_01_desc: "Both temple and mausoleum, the grand scale and exquisite symmetry of this building is sure to inspire many great works yet to come. Its great double-shelled dome is clad in turquoise, and of such a scale that it almost seems like a challenge to heaven." + building_soltaniyeh_01: "$building_type_soltaniyeh_01$" + building_soltaniyeh_01_desc: "$building_type_soltaniyeh_01_desc$" + + building_type_palace_of_ctesiphon_01: "Ruins of the Palace of Ctesiphon" + building_type_palace_of_ctesiphon_01_desc: "This ancient edifice was the ceremonial seat of the Sasanian kings of kings, but silence has fallen over its once glorious halls, and the flowers in the gardens bloom no more. Much material was taken for the founding of Baghdad, and the people have scattered to the four winds. Yet, an eerie splendor remains, the lingering glory of old." + building_palace_of_ctesiphon_01: "$building_type_palace_of_ctesiphon_01$" + building_palace_of_ctesiphon_01_desc: "$building_type_palace_of_ctesiphon_01_desc$" + + building_type_palace_of_ctesiphon_02: "Great Palace of Ctesiphon" + building_type_palace_of_ctesiphon_02_desc: "Now rebuilt, the seat of the ancient kings is restored to its full glory. The gardens bloom anew, and the halls are yet again filled with music and splendor. Visitors come from near and far to behold the great arch of the open throne room, a long-forgotten wonder of the ancient world, that has now at last found its place in the songs." + building_palace_of_ctesiphon_02: "$building_type_palace_of_ctesiphon_02$" + building_palace_of_ctesiphon_02_desc: "$building_type_palace_of_ctesiphon_02_desc$" + + building_type_falak_ol_aflak_citadel_01: "Falak-ol-Aflak" + building_type_falak_ol_aflak_citadel_01_desc: "Ensconced on a hilltop above the town of Khorramabad, this Sasanian mudbrick fortress remains an impressive sight. The inhabitants of the valley call it #italic Falak-ol-Aflak#!, "The Heaven of Heavens", for it seems to them to rest on top of the world, and within its strong walls, they have often found refuge." + building_falak_ol_aflak_citadel_01: "$building_type_falak_ol_aflak_citadel_01$" + building_falak_ol_aflak_citadel_01_desc: "$building_type_falak_ol_aflak_citadel_01_desc$" + + building_type_minarets_and_remains_of_jam_01: "Minaret of Jam" + building_type_minarets_and_remains_of_jam_01_desc: "This structure towers over the Hari river valley, covered in stucco and glazed tile decorations and alternating bands of calligraphy, an exquisite monument to what faith and wealth can achieve even in these remote, rugged lands." + building_minarets_and_remains_of_jam_01: "$building_type_minarets_and_remains_of_jam_01$" + building_minarets_and_remains_of_jam_01_desc: "$building_type_minarets_and_remains_of_jam_01_desc$" + + building_type_great_wall_of_gorgan_01: "Great Wall of Gorgan" + building_type_great_wall_of_gorgan_01_desc: "A vast fortification system built by the ancient kings as a bulwark against the Hephthalites Huns, the Great Wall of Gorgan is shrouded in legend. Alexander the Great himself is said to have passed through its gates on his march to conquer the East." + building_great_wall_of_gorgan_01: "$building_type_great_wall_of_gorgan_01$" + building_great_wall_of_gorgan_01_desc: "$building_type_great_wall_of_gorgan_01_desc$" + + building_type_maharloo_lake_01: "Lake Maharloo" + building_type_maharloo_lake_01_desc: "Though this seasonal lake is sometimes merely a dry salt flat, in mid-summer the waters achieve an exquisite, pale red hue. Young poets gather at the shore to gaze upon the strange water, and ponder the beauty and mysteries of the earth." + building_maharloo_lake_01: "$building_type_maharloo_lake_01$" + building_maharloo_lake_01_desc: "$building_type_maharloo_lake_01_desc$" + + building_type_tomb_of_cyrus_01: "Tomb of Batsheba" + building_type_tomb_of_cyrus_01_desc: "This ancient tomb of white limestone is said to be the resting place of Batsheba, the mother of king Solomon, exalted by many faiths. Women tend to the site, and only women are allowed to enter the tomb's dark interior. They seldom speak of what they have seen inside. The waters nearby are said to be blessed, and can cure those who have been bitten by mad dogs." + building_tomb_of_cyrus_01: "$building_type_tomb_of_cyrus_01$" + building_tomb_of_cyrus_01_desc: "$building_type_tomb_of_cyrus_01_desc$" + + building_type_rainbow_mountains_01: "Rainbow Mountains" + building_type_rainbow_mountains_01_desc: "The Creator themselves seem to have painted these ridges in a rainbow of colors. Bands of red, white, yellow, gray, orange and yet stranger hues tint the rocky, tranquil landscape. Local rulers will often take guest hunting here, to see this sublime wonder." + building_rainbow_mountains_01: "$building_type_rainbow_mountains_01$" + building_rainbow_mountains_01_desc: "$building_type_rainbow_mountains_01_desc$" + + building_type_mount_damavand_01: "Mount Damavand" + building_type_mount_damavand_01_desc: "A great, snow-capped pinnacle steeped in ancient lore, Mount Damavand is said to be the prison of the monstrous tyrant Zahhāk, where he will abide until the end of the world. Many heroes of old have performed great feats on this mountain, and to those who travel there today, its mighty presence seem to touch their very souls. A dormant volcano, its slopes are dotted by hot springs where weary travelers can stop and relax, pondering the deeds of the ancients." + building_mount_damavand_01: "$building_type_mount_damavand_01$" + building_mount_damavand_01_desc: "$building_type_mount_damavand_01_desc$" + + building_type_holy_site_fire_temple_01: "Great Fire Temple" + building_type_holy_site_fire_temple_01_desc: "Inside this grand edifice burns an #italic Atash Behram#!, a Fire of Victory, the greatest and purest of all flames, gathered from lightning, royal candles, cremation pyres, goldsmiths' furnaces and ascetics' hearths. Pilgrims from far away lands come to behold this wonder, while the magi perform seemingly unending purification rites." + building_holy_site_fire_temple_01: "Great Fire Temple" + building_holy_site_fire_temple_01_desc:1 "$building_type_holy_site_fire_temple_01_desc$" + + building_type_ark_of_bukhara_01: "Ark of Bukhara" + building_type_ark_of_bukhara_01_desc: "It is said that prince Siyavusha built this massive fortress when the world was young. Three thousand years later, it was restored by the Bukhara Khudas, the ancient rulers of this region, and it has been in use ever since. Travelers come from near and far to admire the construction, with seven great pillars mirroring the seven stars of the Big Dipper, but it is a fortification first and foremost, intimidating in its splendor." + building_ark_of_bukhara_01: "$building_type_ark_of_bukhara_01$" + building_ark_of_bukhara_01_desc: "$building_type_ark_of_bukhara_01_desc$" + + building_type_shah_i_zinda_01: "Shah-i-Zinda" + building_type_shah_i_zinda_01_desc: "The name of this tomb complex means #italic The Living King#!, referring to Muhammad's cousin Quham ibn Abbas who is said to be buried here. The mausoleums are quite small and humble, yet they hold a solemn beauty that makes many linger amidst the silent tombs, to ponder the transience of life." + building_shah_i_zinda_01: "$building_type_shah_i_zinda_01$" + building_shah_i_zinda_01_desc: "$building_type_shah_i_zinda_01_desc$" + building_shah_i_zinda_02: "Shah-i-Zinda Necropolis" + building_shah_i_zinda_02_desc: "A vast necropolis of mausoleums, tall gates and domed passages clad in turquoise tiles, #italic The Living King#! is the burial site of the prophet's cousin and many other great lords of old. The complex is ever-expanding and sublime, eerie and impressive in equal measure." + + building_type_alamut_castle_01: "Alamut Castle" + building_type_alamut_castle_01_desc: "This eagle's nest, perched atop a lofty crag, was built by the Justanids to serve as a fortress redoubt of their beleaguered realm. With its awe-inspiring setting and strong ramparts, it is near-impregnable by all accounts, and could prove an ideal stronghold for any warlike faction or sect that would thrive in such an isolated location." + building_alamut_castle_01: "$building_type_alamut_castle_01$" + building_alamut_castle_01_desc: "$building_type_alamut_castle_01_desc$" + building_type_alamut_castle_02: "Alamut Fortress" + building_type_alamut_castle_02_desc: "Perched atop a lofty crag, this castle has long served as a remote mountain redoubt. It has now been rebuilt into a formidable #italic fedayeen#! fortress, housing libraries, laboratories and tranquil gardens among the imposing fortifications. To some, it is a place of bloodshed and war, to others a place of spiritual repose - or perhaps both." + building_alamut_castle_02: "$building_type_alamut_castle_02$" + building_alamut_castle_02_desc: "$building_type_alamut_castle_02_desc$" + building_type_assassin_castle_01: "$holy_order_hashshashin$ $building_castle_04$" + building_type_assassin_castle_01_desc: "$building_type_alamut_castle_02_desc$" + building_assassin_castle_01: "$building_type_assassin_castle_01$" + building_assassin_castle_01_desc: "$building_type_assassin_castle_01_desc$" + + building_type_qanats_01: "$building_qanats_06$" + building_type_qanats_01_desc: "$building_qanats_05_desc$" + building_qanats_01: "Yakchāl" + building_qanats_01_desc: "These dome-shaped ice houses combine a subterranean storage area with heat-resistant construction materials to create an insulated space that functions as an evaporative cooler." + building_qanats_02: "Cistern" + building_qanats_02_desc: "Called #italic Ab anbar#! in Persian, these arched structures, half underground, are used to store large volumes of water." + building_qanats_03: "Windcatchers" + building_qanats_03_desc: "A Persian invention, these tall towers are connected to cisterns and other buildings. Through openings in the direction of the prevailing winds, they catch air flows which are then circulated in their interiors to provide cooling." + building_qanats_04: "Kārīz" + building_qanats_04_desc: "The first stage of a subterranean aqueduct system, the kārīz is a series of vertical shafts, connected by a gently sloping tunnel, that taps into a source of underground water and delivers it to the surface." + building_qanats_05: "Small Qanats" + building_qanats_05_desc: "Qanats are underground aqueducts designed to mitigate loss of water from evaporation. While quite small at this stage, this system still provides a significant benefit to agriculture." + building_qanats_06: "Qanats" + building_qanats_06_desc: "The underground aqueducts have been expanded, connecting them to local cisterns, ice houses and irrigation systems." + building_qanats_07: "Large Qanats" + building_qanats_07_desc: "This large system of underground aqueducts stretches for several #italic parasangs#!, providing a formidable water supply for both farmers and townspeople." + building_qanats_08: "Massive Qanat System" + building_qanats_08_desc: "Flowing into countless underground cisterns, irrigation channels, ice houses, bath houses, fountains and drinking wells, this formidable subterranean aqueduct system is a true testament to Persian ingenuity and glory." + + building_type_tower_of_silence_01: "Great Tower of Silence" + building_type_tower_of_silence_01_desc: "Our faith teaches us to dispose of the cadavers of righteous adherents by leaving them to animals and the open sky. Thusly the soul is kept pure and the community free from the corruption of decomposing flesh.\n\nWhen outsiders won't allow us our rites, we must build these towers to safeguard such mortal remains and symbolize our enduring belief." + building_tower_of_silence_01: "Great Tower of Silence" + building_tower_of_silence_01_desc: "Built in a quiet part of the duchy, this flat, open-topped tower is where the locals lay their dead to rest. Bodies inside are exposed to carrion birds and the rigors of the sun, conveying their departed souls safely to the afterlife and keeping the living free of corruption. Religious proscriptions necessitate the tower rather than the traditional wilderness, but its presence binds the community fast." + tower_of_silence_01.tt.liege_not_approve_of_burial: "[liege_possessive|E] [faith|E] allows your people to practice traditional burial without the need for a $building_type_event_tower_of_silence_01$" + tower_of_silence_01.tt.county_not_tos_users: "[county|E] [faith|E] does not dispose of its dead like this" + + building_type_event_tower_of_silence_01: "Tower of Silence" + building_type_event_tower_of_silence_01_desc: "$building_tower_of_silence_01_desc$" + building_event_tower_of_silence_01: "Tower of Silence" + building_event_tower_of_silence_01_desc: "$building_type_tower_of_silence_01_desc$" + + building_church_of_the_theotokos: "Temple of the Theotokos" + building_church_of_the_theotokos_desc: "The Holy Cross has long conquered this magnificent structure, vanquishing the pagan cult to the virgin goddess Athena.\nNowadays, it holds the shrines to Maria Parthenos, Mother of God and only Virgin worthy of the name #EMP Holy#!." + building_type_church_of_the_theotokos: "$building_church_of_the_theotokos$" + building_type_church_of_the_theotokos_desc: "$building_church_of_the_theotokos_desc$" + building_parthenon: "Parthenon" + building_parthenon_desc: "The holy temple of mighty Athena stands proudly once again, uncontaminated by silly superstitions.\nThese majestic columns and walls, raised more than 1000 years ago, have withstood the test of time and still protect the homes of the faithful from above, a silent symbol of the blessing of the Virgin Goddess who named the city." + building_type_parthenon: "$building_parthenon$" + building_type_parthenon_desc: "$building_parthenon_desc$" + + building_hagios_demetrios: "Hagios Demetrios" + building_hagios_demetrios_desc: "The church of Saint Demetrios is the most important shrine in the city.\nFirst raised when the faith in Christ was still young, it incorporates the Roman bathhouse in which the Saint, together with many other early believers, was imprisoned, martyrized, and buried." + building_type_hagios_demetrios: "$building_hagios_demetrios$" + building_type_hagios_demetrios_desc: "$building_hagios_demetrios_desc$" + + building_kassiopi_castle: "Kassiopi Castle" + building_kassiopi_castle_desc: "An imposing fortification on the coast. Its strategic position overseeing the channel separating the island from the mainland makes it a vital control point in the Ionian area." + building_type_kassiopi_castle: "$building_kassiopi_castle$" + building_type_kassiopi_castle_desc: "$building_kassiopi_castle_desc$" + + building_saint_lazarus: "Church of Saint Lazarus" + building_saint_lazarus_desc: "According to tradition, Lazarus of Bethany, once raised from the dead by Christ, was buried in the town of Larnaca upon his second death.\nThe tomb was lost for centuries but, upon its retrieval, Emperor Leo VI had the saint's remains moved to Constantinople and this imposing church built on top of the grave." + building_type_saint_lazarus: "$building_saint_lazarus$" + building_type_saint_lazarus_desc: "$building_saint_lazarus_desc$" + + building_type_sumela_monastery_01: "Sumela Monastery" + building_type_sumela_monastery_01_desc: "The origins of this monastery, built on a steep cliff on the Black Mountain, are so remote to be almost shrouded in mystery; according to some, it was first erected by order of Emperor Theodosius in the 4th century, but the sacred spring and ancient frescoes could be even older.\nThe monastery's gem is a fresco of the Mother of God, said to have been painted by Apostle Luke himself." + building_sumela_monastery_01: "$building_type_sumela_monastery_01$" + building_sumela_monastery_01_desc: "The monastery has fallen into ruins and has been subsequently restored and expanded by several emperors; the main contributor to the current embodiment has been Emperor Justinian through General Belisarius' intervention." + building_sumela_monastery_02: "Renovated $building_type_sumela_monastery_01$" + building_sumela_monastery_02_desc: "Many centuries have passed since the last time this monastery was renovated. The most recent intervention has granted it more hereditary lands and dependents, tax exemptions, and imperial fundings to raise new buildings. The Rock Church benefited from it the most as it received a completely new cycle of frescoes." + + building_patras_castle: "Patras Castle" + building_patras_castle_desc: "The archaic acropolis of the city of Patras, rising on a hill of the Vodias mountains, was replaced by a fortification during the reign of Emperor Justinian.\nThe castle has been uninterruptedly in use since then, always under the protection of the local patron, St. Andrew, and of the #EMP genius loci#! Patrinella, the Roman statue of a maiden." + building_type_patras_castle: "$building_patras_castle$" + building_type_patras_castle_desc: "$building_patras_castle_desc$" + + building_maiden_tower: "Maiden's Tower" + building_maiden_tower_desc: "This rock in front of the coast already hosted a custom station at the times of Alcibiades the Athenian thanks to its ideal position at the entrance of the Bosphorus strait.\nA fortified tower on the same small island is now able to control all naval traffic coming from and heading to the Black Sea; in addition, a large chain can be lifted to the sea level between the tower and Constantinople, effectively blocking the passage to any dangerous or unwanted ship." + building_type_maiden_tower: "$building_maiden_tower$" + building_type_maiden_tower_desc: "$building_maiden_tower_desc$" + + building_despot_palace: "Despots' Palace" + building_despot_palace_desc: "A grandiose palace in a safe location on Mt. Taygetos, just above the fortified city of Mystras.\nThe palace has all the luxuries to compete with the greatness of the Constantinopolitan halls, and it's worthy of only the richest and most influential of governors." + building_type_despot_palace: "$building_despot_palace$" + building_type_despot_palace_desc: "$building_despot_palace_desc$" + + building_type_meteora_01: "Meteora" + building_type_meteora_01_desc: "Meteora is the name given by the locals to a breathtaking rock formation made of natural pillars rising just beside Mount Pidnos." + building_meteora_01: "$building_type_meteora_01$" + building_meteora_01_desc: "The natural caves and hollows of Meteora have been inhabited by ascetic hermits since the early 9th century, but no human-made buildings have ever altered the landscape." + building_meteora_02: "$building_type_meteora_01$" + building_meteora_02_desc: "As more and more hermit monks seeked refuge on the hollowed peaks of Meteora, more and more monasteries started to appear.\nMan's dominion over hostile nature here is still very feeble, though; the monasteries are extremely hard to reach, mostly relying only on ladders, ropes, hand-hauling, and #EMP prayers#!, as the fall in case of equipment's failure is lethal." + + building_type_mount_athos_01: "Mount Athos" + building_type_mount_athos_01_desc: "According to tradition, the Virgin Mary was sailing from Palestine to Cyprus to visit her son's friend, Lazarus, who was evangelizing the island, when the ship was blown off-course and forced to land here, by Mount Athos. When Mary disembarked, she was in awe of the natural beauty of the area, so she blessed it and asked for it as her own garden. A voice from Heaven granted her wish; since then, the area is considered holy and is forbidden to any other woman." + building_mount_athos_01: "$building_type_mount_athos_01$" + building_mount_athos_01_desc: "Christian communities have inhabited this promontory since at least the times of Emperor Constantine I, and monks from Mount Athos already took part in the Seventh Council of Nicaea. However, no proper monastic community or permanent buildings exist yet." + building_mount_athos_02: "$building_type_mount_athos_01$" + building_mount_athos_02_desc: "The arrival of a monk called Athanasios to Mount Athos sets into motion the foundation of several monasteries throughout the peninsula: first of all, Great Lavra and Vatopedi, both dedicated to the Annunciation. With proper monasteries, the local monastic life is given order and rules." + building_mount_athos_03: "$building_type_mount_athos_01$" + building_mount_athos_03_desc: "The popularity of Mount Athos as a monastic center, based on the many concessions offered to it by the lay power, its autonomous statutory, the truly isolated lifestyle, and its flourishing production of icons, has ensured a continuous stream of new joining monks for centuries.\nAs the number of monks grew, so did the number of monasteries. Twenty monasteries currently exist on Mt. Athos, making it one of the largest and more influential monastic communities in the area." + + building_apollinare_nuovo: "Sant'Apollinare Nuovo" + building_apollinare_nuovo_desc: "The Basilica of Sant'Apollinare Nuovo has only gained its current name recently, when the relics of Saint Apollinaris were transferred from the neighboring Basilica in Classe. Its history, however, is much longer.\nFirst consecrated in the early 6th century by King Theodoric of the Ostrogoths as an Arian church, the building has seen many renovations both in structure and decoration while maintaining its unique style — an elegant mixture of western and eastern art — and its amazing Byzantine mosaics." + building_type_apollinare_nuovo: "$building_apollinare_nuovo$" + building_type_apollinare_nuovo_desc: "$building_apollinare_nuovo_desc$" + + building_saint_catherine: "Saint Catherine's Monastery" + building_saint_catherine_desc: "An unassuming monastery in the middle of the desert, but with a heavy history. The first monastic structure was, in fact, ordered to be built by Emperor Constantine's mother on the site of the apparition of the Burning Bush to Moses. Emperor Justinian financed its expansion into the current fortified monastery, also enclosing the Well of Moses. Only centuries after its foundation did the spoils of Saint Catherine arrive at the monastery, changing its name.\nThe monastery has always been among the most ancient and prolific scriptoria and icon-making centers." + building_type_saint_catherine: "$building_saint_catherine$" + building_type_saint_catherine_desc: "$building_saint_catherine_desc$" + + building_jvari_monastery: "Jvari Monastery" + building_jvari_monastery_desc: "An ancient monastery erected on the exact spot where Saint Nino planted a miraculous cross while evangelizing Georgia.\nThe holy building attracts pilgrims from all over the Caucasus." + building_type_jvari_monastery: "$building_jvari_monastery$" + building_type_jvari_monastery_desc: "$building_jvari_monastery_desc$" + + building_etchmiadzin_cathedral: "Cathedral of Vagarshapat" + building_etchmiadzin_cathedral_desc: "This ancient cathedral is the historical center of Armenian Apostolic Christianity. Originally founded by Saint Gregory the Illuminator over a pagan temple to symbolize the triumph of the newly-adopted religion of the Kingdom of Armenia, the church was destructed almost completely during the Sasanid invasion, and rebuilt from the ground some years later.\nAfter the 7th century, however, the cathedral has been repeatedly plundered and abandoned, and has fallen into a state of disrepair. Only a drastic and expensive intervention could return it to its previous splendor." + building_type_etchmiadzin_cathedral: "$building_etchmiadzin_cathedral$" + building_type_etchmiadzin_cathedral_desc: "$building_etchmiadzin_cathedral_desc$" + + building_cattolica_stilo: "Cattolica di Stilo" + building_cattolica_stilo_desc: "The Byzantine influence on this building is strong: a small church with baptistery, in red bricks nested upon naked rocks, with an "inscribed cross" plan and a rich decoration of fresco cycles, dominating the valley of the Stilaro stream.\nThe church is an isolated gem in the middle of hostile nature, where man can feel closer to God." + building_type_cattolica_stilo: "$building_cattolica_stilo$" + building_type_cattolica_stilo_desc: "$building_cattolica_stilo_desc$" + + building_hosios_loukas: "Hosios Loukas" + building_hosios_loukas_desc: "The monastery is dedicated to the preservation of the relics of Venerable Luke of Steiris, the hermit monk.\nThe holy remains are said to exude a miraculous oil, and attract countless pilgrims who sleep by the tomb in order to be healed by incubation. The inner decoration is praised throughout the Eastern Mediterranean for its quality and lavishness, as the finest artists of the age have enriched it with mosaics, icons, chandeliers, carvings, and cloths." + building_type_hosios_loukas: "$building_hosios_loukas$" + building_type_hosios_loukas_desc: "$building_hosios_loukas_desc$" + + building_sofia_ohrid: "Church of Saint Sophia" + building_sofia_ohrid_desc: "The cathedral of Ohrid was first destroyed when the Slavs first descended into these lands, and was not rebuilt until the area was safely back into the folds of the Christian faith.\nIts last embodiment is a dome basilica richly decorated with fresco cycles from the finest artists of the age." + building_type_sofia_ohrid: "$building_sofia_ohrid$" + building_type_sofia_ohrid_desc: "$building_sofia_ohrid_desc$" + + building_fairy_chimneys: "Troglodytic Settlements" + building_fairy_chimneys_desc: "Rocks are extremely malleable in this area, naturally forming cones, peaks, and caves.\nHumans have taken advantage of these structures for centuries, building stables, storage, and refuges, then houses and production buildings, then finally churches inside the rock cones, and whole settlements have thus formed." + building_type_fairy_chimneys: "$building_fairy_chimneys$" + building_type_fairy_chimneys_desc: "$building_fairy_chimneys_desc$" + + building_cilician_gates: "Cilician Gates" + building_cilician_gates_desc: "The Cilician Gates are a pass through the Taurus Mountains that connect the Cilician plains with the Anatolian plateau.\nSince time immemorial, the pass has been fortified, and controlling it meant controlling one of the main commercial and military arteries of Asia Minor and the Middle East." + building_type_cilician_gates: "$building_cilician_gates$" + building_type_cilician_gates_desc: "$building_cilician_gates_desc$" + + TERRAIN_NOT_FARMLANDS: "Terrain is not $farmlands$" + + building_type_murex_farm_01: "Murex Fisheries" + building_type_murex_farm_01_desc: "Imperial purple is always in high demand. The snails from which this luxurious dye is made are harvested and processed here." + building_murex_farm_01: "Murex Harvesters" + building_murex_farm_01_desc: "A thriving Murex fishing industry has been established along the Mediterranean coast. It provides a modest but steady income through the sale of harvested snails." + building_murex_farm_02: "Murex Processing Center" + building_murex_farm_02_desc: "This center efficiently processes Murex snails, enhancing the extraction of their valuable secretions. The result is a higher quality of the coveted purple dye." + building_murex_farm_03: "Dye Distillery" + building_murex_farm_03_desc: "The specialized distillery refines Murex secretions into a potent purple dye. Its operation significantly increases the vibrancy and value of the dye." + building_murex_farm_04: "Drying Flats" + building_murex_farm_04_desc: "An open-air courtyard expedites the dye oxidation process. This reduces the production time for the purple dye, ensuring a more efficient workflow." + building_murex_farm_05: "Master Dyers Guild" + building_murex_farm_05_desc: "The Master Dyers Guild, renowned for achieving the perfect shade of Tyrian purple, enhances the precision of textile dyeing. This results in consistently high-quality purple garments." + building_murex_farm_06: "Silk Weaving Atelier" + building_murex_farm_06_desc: "This workshop specializes in weaving luxurious fabrics like silk for dyeing. It unlocks the ability to produce garments of exceptional quality, increasing their trade value." + building_murex_farm_07: "Imperial Textile Workshop" + building_murex_farm_07_desc: "The imperial workshop focuses on mass production of Tyrian purple-dyed textiles, significantly boosting income from the sale of these prestigious garments." + building_murex_farm_08: "Royal Palace of Purple" + building_murex_farm_08_desc: "A magnificent palace adorned with Tyrian purple-themed decorations stands as a symbol of wealth and power. It showcases the local mastery in Tyrian purple production." + + building_type_generic_copper_mines_01: "Copper Mines" + building_type_generic_copper_mines_01_desc: "An important copper mine, providing incredibly profitable copper ore to whoever is lucky enough to own it." + building_generic_copper_mines_01: "Copper Mining Settlement" + building_generic_copper_mines_01_desc: "$building_rammelsberg_mines_01_desc$" + building_generic_copper_mines_02: "Copper Mine" + building_generic_copper_mines_02_desc: "$building_rammelsberg_mines_02_desc$" + building_generic_copper_mines_03: "Large Copper Mine" + building_generic_copper_mines_03_desc: "$building_rammelsberg_mines_03_desc$" + building_generic_copper_mines_04: "Copper Mining Complex" + building_generic_copper_mines_04_desc: "$building_rammelsberg_mines_04_desc$" + + building_type_generic_silver_mines_01: "Silver Mines" + building_type_generic_silver_mines_01_desc: "A rich silver mine, providing a constant stream of valuable silver." + building_generic_silver_mines_01: "Silver Mining Settlement" + building_generic_silver_mines_01_desc: "$building_rammelsberg_mines_01_desc$" + building_generic_silver_mines_02: "Silver Mine" + building_generic_silver_mines_02_desc: "$building_rammelsberg_mines_02_desc$" + building_generic_silver_mines_03: "Silver Copper Mine" + building_generic_silver_mines_03_desc: "$building_rammelsberg_mines_03_desc$" + building_generic_silver_mines_04: "Silver Mining Complex" + building_generic_silver_mines_04_desc: "$building_rammelsberg_mines_04_desc$" + + building_type_generic_gold_mines_01: "Gold Mines" + building_type_generic_gold_mines_01_desc: "An incredibly valuable and rare gold mine, highly sought after by every noble in the region." + building_generic_gold_mines_01: "Gold Mining Settlement" + building_generic_gold_mines_01_desc: "$building_rammelsberg_mines_01_desc$" + building_generic_gold_mines_02: "Gold Mine" + building_generic_gold_mines_02_desc: "$building_rammelsberg_mines_02_desc$" + building_generic_gold_mines_03: "Gold Copper Mine" + building_generic_gold_mines_03_desc: "$building_rammelsberg_mines_03_desc$" + building_generic_gold_mines_04: "Gold Mining Complex" + building_generic_gold_mines_04_desc: "$building_rammelsberg_mines_04_desc$" + + building_type_breweries_01: "Breweries" + building_type_breweries_01_desc: "This building is dedicated to the brewing, fermenting, and storing of various kinds of ale, beer, and other fermented beverages. It plays a crucial role in local culture and economy." + building_breweries_01: "Brewing House" + building_breweries_01_desc: "The heart of any brewery, where the brewing process begins. Here, the ingredients are mixed, boiled, and prepared for fermentation." + building_breweries_02: "Storage Cellar" + building_breweries_02_desc: "A cool, dark place where brewed beverages are stored to age, ensuring they develop the desired flavors and qualities." + building_breweries_03: "Brewing Vats" + building_breweries_03_desc: "Large containers where the wort is boiled and herbs or hops are added, a critical step in the brewing process to impart bitterness and aroma." + building_breweries_04: "Grain Barn" + building_breweries_04_desc: "A barn for keeping large quantities of grain dry and safe from pests, ensuring a steady supply of ingredients for brewing." + building_breweries_05: "Well House" + building_breweries_05_desc: "A well made to ensure a clean and reliable source of water, which is essential for high-quality brews." + building_breweries_06: "Barrel Room" + building_breweries_06_desc: "An area where the fermented brew is carefully stored in barrels, properly sealed and ready for distribution." + building_breweries_07: "Kegging Room" + building_breweries_07_desc: "A dedicated space for filling kegs. These are often used for larger quantities and are favored by inns and taverns." + building_breweries_08: "Taster's Hall" + building_breweries_08_desc: "A hall where brewers and guests can sample the different brews, providing an opportunity to enjoy the latest brews." + + + brewery_effect_desc: "#low Unlocks:#!\n[court_position|E]: [GetCourtPositionType('court_brewmaster_court_position').GetName()]" diff --git a/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml b/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml index 588073e9..ceaddb5f 100644 --- a/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml +++ b/localization/english/replace/religion/NEOW_religion_core_tenets_l_english.yml @@ -1,8 +1,22 @@ l_english: #Abrahamic Tenets +tenet_love_under_will_name:0 "Love Under Will" +tenet_do_what_thou_wilt_name:0 "Do what Thou Wilt" +tenet_rule_the_waves_name:0 "Rule The Waves" +tenet_true_will_name:0 "True Will" +tenet_love_under_will_desc:0 "One of the core tenets of Thelema is that of love. To love, and to love freely, is one of the greatest freedoms that man can experience." +tenet_do_what_thou_wilt_desc:0 "Do what thou wilt shall be the whole of the Law" are the words spoken by the prophet Crowley. Thus, all Thelemites are to act according to their True Will, their spiritual destiny." +tenet_rule_the_waves_desc:0 "Our immortal Queen has bestowed upon us the waves of the Earth. As such, it is our divine duty to spread her flag to all corners of the Earth." +tenet_true_will_desc:0 "The Thelemite is beholden to no liege or empire, only himself and the stars." tenet_catholic_communion_name:0 "Reformed Communion" tenet_catholic_communion_desc:0 "Our Church has undertaken many reforms throughout its history in order to keep up with the times, from the days of the Reformation to the post-Event era." +doctrine_parameter_next_level_fortification: "The #V Fortification#! lines of [buildings|E] can be built one [era|E] earlier" +doctrine_parameter_trade_ports_give_control_growth:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] will increase #V Control Growth#! in [counties|E] of this [culture|E]" +doctrine_parameter_trade_ports_give_levies:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] increase #V Levies#! and #V Size of [men_at_arms|E] [regiments|E]#! in [counties|E] of this [culture|E]" +doctrine_parameter_can_travel_along_rivers:0 "$unlocks_sailable_major_rivers$" +doctrine_parameter_can_build_pyramids:0 "Can Build Pyramids" +doctrine_parameter_has_access_to_runestones:1 "[rulers|E] may raise runestones to commemorate certain major life events, earning [prestige_i][prestige|E] #weak (Before the #color_white $culture_era_high_medieval$#! [era|E])#!" doctrine_parameter_divine_the_stars_active:0 "Allows adherents to Divine the Stars and predict their future" doctrine_parameter_durandal_restoration_active:0 "Rulers may seek to restore Durendal" doctrine_parameter_novelist_title_replace_active:0 "Replaces most kingdom and empire titles in Western Europe"