Communal Settlement building + more CoA
Added the Communal Settlement building - tied it to the communal possesions tenet !!!Missing localization and the error message when its disabled doesent work!!! Also added CoA for Imperial Silesia, Ostrava
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13 changed files with 433 additions and 19 deletions
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@ -3952,7 +3952,7 @@ mountain_fortress_lugano_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -4052,7 +4052,7 @@ mountain_fortress_bolzano_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -4152,7 +4152,7 @@ mountain_fortress_innsbruck_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -5799,7 +5799,7 @@ mountain_fortress_imperia_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -9738,6 +9738,241 @@ air_dock_04 = {
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type_icon = "icon_structure_hosios_loukas.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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##########
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# Communal Settlements - peasant and levy bonuses
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##########
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communal_settlement_01 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_1_effect_desc
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can_construct_potential = {
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder.culture = {
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has_innovation = innovation_barracks
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_1_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_2
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_2
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_1
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defender_holding_advantage = 2
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}
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county_modifier = {
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levy_size = 0.01
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}
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levy = normal_building_levy_tier_2
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_02
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ai_value = {
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base = 20
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ai_tier_1_building_modifier = yes
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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communal_settlement_02 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_2_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:holder.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_2_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_4
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_4
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_2
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defender_holding_advantage = 4
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.05
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garrison_size = 0.05
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levy_size = 0.02
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}
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levy = normal_building_levy_tier_4
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_03
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ai_value = {
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base = 10
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = { # Fill all building slots before going for upgrades
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factor = 0
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free_building_slots > 0
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}
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}
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}
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communal_settlement_03 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_3_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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cost_gold = expensive_building_tier_3_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_6
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_6
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_3
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defender_holding_advantage = 6
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.10
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garrison_size = 0.05
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levy_size = 0.03
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}
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levy = normal_building_levy_tier_6
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_04
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ai_value = {
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base = 8
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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communal_settlement_04 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_4_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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scope:holder.culture = {
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has_innovation = innovation_royal_armory
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_4_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_8
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_8
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_4
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defender_holding_advantage = 8
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.15
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garrison_size = 0.10
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levy_size = 0.05
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}
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levy = normal_building_levy_tier_8
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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